978 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			978 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| #
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| # This module builds upon Cycles nodes work licensed as
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| # Copyright 2011-2013 Blender Foundation
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| #
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| # Licensed under the Apache License, Version 2.0 (the "License");
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| # you may not use this file except in compliance with the License.
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| # You may obtain a copy of the License at
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| #
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| # http://www.apache.org/licenses/LICENSE-2.0
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| #
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| # Unless required by applicable law or agreed to in writing, software
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| # distributed under the License is distributed on an "AS IS" BASIS,
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| # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| # See the License for the specific language governing permissions and
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| # limitations under the License.
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| #
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| import os
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| import shutil
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| from typing import Any, Dict, Optional, Tuple
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| 
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| import bpy
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| 
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| import lnx.assets
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| import lnx.log as log
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| import lnx.make_state
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| import lnx.material.cycles_functions as c_functions
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| import lnx.material.node_meta as node_meta
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| import lnx.material.mat_state as mat_state
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| from lnx.material.parser_state import ParserState, ParserContext, ParserPass
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| from lnx.material.shader import Shader, ShaderContext, floatstr, vec3str
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| import lnx.node_utils
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| import lnx.utils
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| 
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| if lnx.is_reload(__name__):
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|     lnx.assets = lnx.reload_module(lnx.assets)
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|     log = lnx.reload_module(log)
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|     lnx.make_state = lnx.reload_module(lnx.make_state)
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|     c_functions = lnx.reload_module(c_functions)
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|     lnx.material.cycles_nodes = lnx.reload_module(lnx.material.cycles_nodes)
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|     node_meta = lnx.reload_module(node_meta)
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|     from lnx.material.cycles_nodes import *
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|     mat_state = lnx.reload_module(mat_state)
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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 Shader, ShaderContext, floatstr, vec3str
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|     lnx.node_utils = lnx.reload_module(lnx.node_utils)
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|     lnx.utils = lnx.reload_module(lnx.utils)
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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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| # Particle info export
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| particle_info: Dict[str, bool] = {}
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| 
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| state: Optional[ParserState]
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| 
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| 
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| def parse(nodes, con: ShaderContext,
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|           vert: Shader, frag: Shader, geom: Shader, tesc: Shader, tese: Shader,
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|           parse_surface=True, parse_opacity=True, parse_displacement=True, basecol_only=False):
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|     global state
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| 
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|     state = ParserState(ParserContext.OBJECT, mat_state.material.name)
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| 
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|     state.parse_surface = parse_surface
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|     state.parse_opacity = parse_opacity
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|     state.parse_displacement = parse_displacement
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|     state.basecol_only = basecol_only
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| 
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|     state.con = con
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| 
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|     state.vert = vert
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|     state.frag = frag
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|     state.geom = geom
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|     state.tesc = tesc
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|     state.tese = tese
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| 
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|     output_node = node_by_type(nodes, 'OUTPUT_MATERIAL')
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|     if output_node is not None:
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|         custom_particle_node = node_by_name(nodes, 'LnxCustomParticleNode')
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|         parse_material_output(output_node, custom_particle_node)
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| 
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|     # Make sure that individual functions in this module aren't called with an incorrect/old parser state, set it to
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|     # None so that it will raise exceptions when not set
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|     state = None
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| 
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| 
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| def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.Node):
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|     global particle_info
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| 
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|     parse_surface = state.parse_surface
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|     parse_opacity = state.parse_opacity
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|     parse_displacement = state.parse_displacement
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|     particle_info = {
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|         'index': False,
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|         'age': False,
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|         'lifetime': False,
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|         'location': False,
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|         'size': False,
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|         'velocity': False,
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|         'angular_velocity': False
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|     }
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|     wrd = bpy.data.worlds['Lnx']
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| 
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|     mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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| 
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|     # Surface
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|     if parse_surface or parse_opacity:
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|         state.parents = []
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|         state.parsed = set()
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|         state.normal_parsed = False
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|         curshader = state.frag
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|         state.curshader = curshader
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| 
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|         out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_ior, out_emission_col = parse_shader_input(node.inputs[0])
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|         if parse_surface:
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|             curshader.write(f'basecol = {out_basecol};')
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|             curshader.write(f'roughness = {out_roughness};')
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|             curshader.write(f'metallic = {out_metallic};')
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|             curshader.write(f'occlusion = {out_occlusion};')
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|             curshader.write(f'specular = {out_specular};')
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|             curshader.write(f'emissionCol = {out_emission_col};')
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| 
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|             if mat_state.emission_type == mat_state.EmissionType.SHADELESS:
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|                 if '_EmissionShadeless' not in wrd.world_defs:
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|                     wrd.world_defs += '_EmissionShadeless'
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|             elif mat_state.emission_type == mat_state.EmissionType.SHADED:
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|                 if '_EmissionShaded' not in wrd.world_defs:
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|                     wrd.world_defs += '_EmissionShaded'
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|                     lnx.assets.add_khafile_def('rp_gbuffer_emission')
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| 
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|         if parse_opacity:
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|             curshader.write('opacity = {0};'.format(out_opacity))
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|             curshader.write('ior = {0};'.format(out_ior))
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| 
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|     # Volume
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|     # parse_volume_input(node.inputs[1])
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| 
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|     # Displacement
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|     if parse_displacement and disp_enabled() and node.inputs[2].is_linked:
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|         state.parents = []
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|         state.parsed = set()
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|         state.normal_parsed = False
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|         rpdat = lnx.utils.get_rp()
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|         if rpdat.lnx_rp_displacement == 'Tessellation' and state.tese is not None:
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|             state.curshader = state.tese
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|         else:
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|             state.curshader = state.vert
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|         out_disp = parse_displacement_input(node.inputs[2])
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|         state.curshader.write('vec3 disp = {0};'.format(out_disp))
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| 
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|     if custom_particle_node is not None:
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|         if not (parse_displacement and disp_enabled() and node.inputs[2].is_linked):
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|             state.parents = []
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|             state.parsed = set()
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|         state.normal_parsed = False
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| 
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|         state.curshader = state.vert
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|         custom_particle_node.parse(state.curshader, state.con)
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| 
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| 
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| def parse_group(node, socket): # Entering group
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|     index = socket_index(node, socket)
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|     output_node = node_by_type(node.node_tree.nodes, 'GROUP_OUTPUT')
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|     if output_node is None:
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|         return
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|     inp = output_node.inputs[index]
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|     state.parents.append(node)
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|     out_group = parse_input(inp)
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|     state.parents.pop()
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|     return out_group
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| 
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| 
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| def parse_group_input(node: bpy.types.Node, socket: bpy.types.NodeSocket):
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|     index = socket_index(node, socket)
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|     parent = state.parents.pop() # Leaving group
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|     inp = parent.inputs[index]
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|     res = parse_input(inp)
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|     state.parents.append(parent) # Return to group
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|     return res
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| 
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| 
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| def parse_input(inp: bpy.types.NodeSocket):
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|     if inp.type == 'SHADER':
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|         return parse_shader_input(inp)
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|     elif inp.type in ('RGB', 'RGBA', 'VECTOR'):
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|         return parse_vector_input(inp)
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|     elif inp.type == 'VALUE':
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|         return parse_value_input(inp)
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| 
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| 
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| def parse_shader_input(inp: bpy.types.NodeSocket) -> Tuple[str, ...]:
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|     # Follow input
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|     if inp.is_linked:
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|         link = inp.links[0]
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|         if link.from_node.type == 'REROUTE':
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|             return parse_shader_input(link.from_node.inputs[0])
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| 
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|         if link.from_socket.type != 'SHADER':
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|             log.warn(f'Node tree "{tree_name()}": socket "{link.from_socket.name}" of node "{link.from_node.name}" cannot be connected to a shader socket')
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|             state.reset_outs()
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|             return state.get_outs()
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| 
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|         return parse_shader(link.from_node, link.from_socket)
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| 
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|     else:
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|         # Return default shader values
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|         state.reset_outs()
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|         return state.get_outs()
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| 
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| 
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| def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[str, ...]:
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|     supported_node_types = (
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|         'MIX_SHADER',
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|         'ADD_SHADER',
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|         'BSDF_PRINCIPLED',
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|         'BSDF_DIFFUSE',
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|         'BSDF_GLOSSY',
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|         'BSDF_SHEEN',
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|         'AMBIENT_OCCLUSION',
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|         'BSDF_ANISOTROPIC',
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|         'EMISSION',
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|         'BSDF_GLASS',
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|         'HOLDOUT',
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|         'SUBSURFACE_SCATTERING',
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|         'BSDF_TRANSLUCENT',
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|         'BSDF_TRANSPARENT',
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|         'BSDF_VELVET',
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|     )
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| 
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|     state.reset_outs()
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| 
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|     if node.type in supported_node_types:
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|         node_meta.get_node_meta(node).parse_func(node, socket, state)
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| 
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|     elif node.type == 'GROUP':
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|         if node.node_tree.name.startswith('Leenkx PBR'):
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|             if state.parse_surface:
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|                 # Normal
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|                 if node.inputs[5].is_linked and node.inputs[5].links[0].from_node.type == 'NORMAL_MAP':
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|                     log.warn(tree_name() + ' - Do not use Normal Map node with Leenkx PBR, connect Image Texture directly')
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|                 parse_normal_map_color_input(node.inputs[5])
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| 
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|                 emission_factor = f'clamp({parse_value_input(node.inputs[6])}, 0.0, 1.0)'
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|                 basecol = parse_vector_input(node.inputs[0])
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| 
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|                 # Multiply base color with inverse of emission factor to
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|                 # copy behaviour of the Mix Shader node used in the group
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|                 # (less base color -> less shading influence)
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|                 state.out_basecol = f'({basecol} * (1 - {emission_factor}))'
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| 
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|                 state.out_occlusion = parse_value_input(node.inputs[2])
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|                 state.out_roughness = parse_value_input(node.inputs[3])
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|                 state.out_metallic = parse_value_input(node.inputs[4])
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| 
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|                 # Emission
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|                 if node.inputs[6].is_linked or node.inputs[6].default_value != 0.0:
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|                     state.out_emission_col = f'({basecol} * {emission_factor})'
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|                     mat_state.emission_type = mat_state.EmissionType.SHADED
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|             if state.parse_opacity:
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|                 state.out_opacity = parse_value_input(node.inputs[1])
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|                 state.out_ior = 1.450;
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|         else:
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|             return parse_group(node, socket)
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| 
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|     elif node.type == 'GROUP_INPUT':
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|         return parse_group_input(node, socket)
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| 
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|     elif node.type == 'CUSTOM':
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|         if node.bl_idname == 'LnxShaderDataNode':
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|             return node_meta.get_node_meta(node).parse_func(node, socket, state)
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| 
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|     else:
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|         log.warn(f'Node tree "{tree_name()}": material node type {node.type} not supported')
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| 
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|     return state.get_outs()
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| 
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| 
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| def parse_displacement_input(inp):
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|     if inp.is_linked:
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|         l = inp.links[0]
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|         if l.from_node.type == 'REROUTE':
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|             return parse_displacement_input(l.from_node.inputs[0])
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|         return parse_vector_input(inp)
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|     else:
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|         return None
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| 
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| 
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| def parse_vector_input(inp: bpy.types.NodeSocket) -> vec3str:
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|     """Return the parsed result of the given input socket."""
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|     # Follow input
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|     if inp.is_linked:
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|         link = inp.links[0]
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|         if link.from_node.type == 'REROUTE':
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|             return parse_vector_input(link.from_node.inputs[0])
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|         res_var = write_result(link)
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|         st = link.from_socket.type
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|         if st in ('RGB', 'RGBA', 'VECTOR'):
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|             return res_var
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|         elif st in ('VALUE', 'INT'):
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|             return f'vec3({res_var})'
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|         else:
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|             log.warn(f'Node tree "{tree_name()}": socket "{link.from_socket.name}" of node "{link.from_node.name}" cannot be connected to a vector-like socket')
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|             return to_vec3([0.0, 0.0, 0.0])
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| 
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|     # Unlinked reroute
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|     elif inp.type == 'VALUE':
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|         return to_vec3([0.0, 0.0, 0.0])
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| 
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|     # Use direct socket value
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|     else:
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|         if mat_batch() and inp.is_uniform:
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|             return to_uniform(inp)
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|         else:
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|             return to_vec3(inp.default_value)
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| 
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| 
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| def parse_vector(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str:
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|     """Parses the vector/color output value from the given node and socket."""
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|     supported_node_types = (
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|         'ATTRIBUTE',
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| 
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|         # RGB outputs
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|         'RGB',
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|         'TEX_BRICK',
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|         'TEX_CHECKER',
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|         'TEX_ENVIRONMENT',
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|         'TEX_GRADIENT',
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|         'TEX_IMAGE',
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|         'TEX_MAGIC',
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|         'TEX_MUSGRAVE',
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|         'TEX_NOISE',
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|         'TEX_POINTDENSITY',
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|         'TEX_SKY',
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|         'TEX_VORONOI',
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|         'TEX_WAVE',
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|         'VERTEX_COLOR',
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|         'BRIGHTCONTRAST',
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|         'GAMMA',
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|         'HUE_SAT',
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|         'INVERT',
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|         'MIX',
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|         'BLACKBODY',
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|         'VALTORGB',
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|         'CURVE_VEC',
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|         'CURVE_RGB',
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|         'COMBINE_COLOR',
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|         'COMBHSV',
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|         'COMBRGB',
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|         'WAVELENGTH',
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| 
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|         # Vector outputs
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|         'CAMERA',
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|         'NEW_GEOMETRY',
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|         'HAIR_INFO',
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|         'OBJECT_INFO',
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|         'PARTICLE_INFO',
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|         'TANGENT',
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|         'TEX_COORD',
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|         'UVMAP',
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|         'BUMP',
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|         'MAPPING',
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|         'NORMAL',
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|         'NORMAL_MAP',
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|         'VECT_TRANSFORM',
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|         'COMBXYZ',
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|         'VECT_MATH',
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|         'DISPLACEMENT',
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|         'VECTOR_ROTATE',
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|     )
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| 
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|     if node.type in supported_node_types:
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|         return node_meta.get_node_meta(node).parse_func(node, socket, state)
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| 
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|     elif node.type == 'GROUP':
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|         return parse_group(node, socket)
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| 
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|     elif node.type == 'GROUP_INPUT':
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|         return parse_group_input(node, socket)
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| 
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|     elif node.type == 'CUSTOM':
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|         if node.bl_idname == 'LnxShaderDataNode':
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|             return node_meta.get_node_meta(node).parse_func(node, socket, state)
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| 
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|     log.warn(f'Node tree "{tree_name()}": material node type {node.type} not supported')
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|     return "vec3(0, 0, 0)"
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| 
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| 
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| def parse_normal_map_color_input(inp, strength_input=None):
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|     frag = state.frag
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| 
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|     if state.basecol_only or not inp.is_linked or state.normal_parsed:
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|         return
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| 
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|     state.normal_parsed = True
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|     frag.write_normal += 1
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|     if not get_lnx_export_tangents() or mat_get_material().lnx_decal: # Compute TBN matrix
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|         frag.write('vec3 texn = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
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|         frag.write('texn.y = -texn.y;')
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|         frag.add_include('std/normals.glsl')
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|         frag.write('mat3 TBN = cotangentFrame(n, -vVec, texCoord);')
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|         frag.write('n = TBN * normalize(texn);')
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|     else:
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|         frag.write('n = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
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|         if strength_input is not None:
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|             strength = parse_value_input(strength_input)
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|             if strength != '1.0':
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|                 frag.write('n.xy *= {0};'.format(strength))
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|         frag.write('n = normalize(TBN * n);')
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|         state.con.add_elem('tang', 'short4norm')
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|     frag.write_normal -= 1
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| 
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| 
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| def parse_value_input(inp: bpy.types.NodeSocket) -> floatstr:
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|     # Follow input
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|     if inp.is_linked:
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|         link = inp.links[0]
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| 
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|         if link.from_node.type == 'REROUTE':
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|             return parse_value_input(link.from_node.inputs[0])
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| 
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|         res_var = write_result(link)
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|         socket_type = link.from_socket.type
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|         if socket_type in ('RGB', 'RGBA', 'VECTOR'):
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|             # RGB to BW
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|             return rgb_to_bw(res_var)
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|         elif socket_type in ('VALUE', 'INT'):
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|             return res_var
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|         else:
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|             log.warn(f'Node tree "{tree_name()}": socket "{link.from_socket.name}" of node "{link.from_node.name}" cannot be connected to a scalar value socket')
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|             return '0.0'
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| 
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|     # Use value from socket
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|     else:
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|         if mat_batch() and inp.is_uniform:
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|             return to_uniform(inp)
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|         else:
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|             return to_vec1(inp.default_value)
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| 
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| 
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| def parse_value(node, socket):
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|     supported_node_types = (
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|         'ATTRIBUTE',
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|         'CAMERA',
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|         'FRESNEL',
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|         'NEW_GEOMETRY',
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|         'HAIR_INFO',
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|         'LAYER_WEIGHT',
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|         'LIGHT_PATH',
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|         'OBJECT_INFO',
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|         'PARTICLE_INFO',
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|         'VALUE',
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|         'WIREFRAME',
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|         'TEX_BRICK',
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|         'TEX_CHECKER',
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|         'TEX_GRADIENT',
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|         'TEX_IMAGE',
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|         'TEX_MAGIC',
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|         'TEX_MUSGRAVE',
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|         'TEX_NOISE',
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|         'TEX_POINTDENSITY',
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|         'TEX_VORONOI',
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|         'TEX_WAVE',
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|         'LIGHT_FALLOFF',
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|         'NORMAL',
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|         'CLAMP',
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|         'VALTORGB',
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|         'MATH',
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|         'MIX',
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|         'RGBTOBW',
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|         'SEPARATE_COLOR',
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|         'SEPHSV',
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|         'SEPRGB',
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|         'SEPXYZ',
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|         'VECT_MATH',
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|         'MAP_RANGE',
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|     )
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| 
 | |
|     if node.type in supported_node_types:
 | |
|         return node_meta.get_node_meta(node).parse_func(node, socket, state)
 | |
| 
 | |
|     elif node.type == 'GROUP':
 | |
|         if node.node_tree.name.startswith('Leenkx PBR'):
 | |
|             # Displacement
 | |
|             if socket == node.outputs[1]:
 | |
|                 return parse_value_input(node.inputs[7])
 | |
|             else:
 | |
|                 return None
 | |
|         else:
 | |
|             return parse_group(node, socket)
 | |
| 
 | |
|     elif node.type == 'GROUP_INPUT':
 | |
|         return parse_group_input(node, socket)
 | |
| 
 | |
|     elif node.type == 'CUSTOM':
 | |
|         if node.bl_idname == 'LnxShaderDataNode':
 | |
|             return node_meta.get_node_meta(node).parse_func(node, socket, state)
 | |
| 
 | |
|     log.warn(f'Node tree "{tree_name()}": material node type {node.type} not supported')
 | |
|     return '0.0'
 | |
| 
 | |
| 
 | |
| def vector_curve(name, fac, points):
 | |
|     curshader = state.curshader
 | |
| 
 | |
|     # Write Ys array
 | |
|     ys_var = name + '_ys' + state.get_parser_pass_suffix()
 | |
|     curshader.write('float {0}[{1}];'.format(ys_var, len(points))) # TODO: Make const
 | |
|     for i in range(0, len(points)):
 | |
|         curshader.write('{0}[{1}] = {2};'.format(ys_var, i, points[i].location[1]))
 | |
|     # Get index
 | |
|     fac_var = name + '_fac' + state.get_parser_pass_suffix()
 | |
|     curshader.write('float {0} = {1};'.format(fac_var, fac))
 | |
|     index = '0'
 | |
|     for i in range(1, len(points)):
 | |
|         index += ' + ({0} > {1} ? 1 : 0)'.format(fac_var, points[i].location[0])
 | |
|     # Write index
 | |
|     index_var = name + '_i' + state.get_parser_pass_suffix()
 | |
|     curshader.write('int {0} = {1};'.format(index_var, index))
 | |
|     # Linear
 | |
|     # Write Xs array
 | |
|     facs_var = name + '_xs' + state.get_parser_pass_suffix()
 | |
|     curshader.write('float {0}[{1}];'.format(facs_var, len(points))) # TODO: Make const
 | |
|     for i in range(0, len(points)):
 | |
|         curshader.write('{0}[{1}] = {2};'.format(facs_var, i, points[i].location[0]))
 | |
|     # Map vector
 | |
|     return 'mix({0}[{1}], {0}[{1} + 1], ({2} - {3}[{1}]) * (1.0 / ({3}[{1} + 1] - {3}[{1}]) ))'.format(ys_var, index_var, fac_var, facs_var)
 | |
| 
 | |
| def write_normal(inp):
 | |
|     if inp.is_linked and inp.links[0].from_node.type != 'GROUP_INPUT':
 | |
|         normal_res = parse_vector_input(inp)
 | |
|         if normal_res != None:
 | |
|             state.curshader.write('n = {0};'.format(normal_res))
 | |
| 
 | |
| 
 | |
| def is_parsed(node_store_name: str):
 | |
|     return node_store_name in state.parsed
 | |
| 
 | |
| 
 | |
| def res_var_name(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str:
 | |
|     """Return the name of the variable that stores the parsed result
 | |
|     from the given node and socket."""
 | |
|     name = node_name(node.name) + '_' + safesrc(socket.name) + '_res'
 | |
|     if '__' in name:  # Consecutive _ are reserved
 | |
|         name = name.replace('_', '_x')
 | |
|     return name
 | |
| 
 | |
| 
 | |
| def write_result(link: bpy.types.NodeLink) -> Optional[str]:
 | |
|     """Write the parsed result of the given node link to the shader."""
 | |
|     res_var = res_var_name(link.from_node, link.from_socket)
 | |
| 
 | |
|     need_dxdy_offset = node_need_reevaluation_for_screenspace_derivative(link.from_node)
 | |
|     if need_dxdy_offset:
 | |
|         res_var += state.get_parser_pass_suffix()
 | |
| 
 | |
|     # Unparsed node
 | |
|     if not is_parsed(res_var):
 | |
|         state.parsed.add(res_var)
 | |
|         st = link.from_socket.type
 | |
| 
 | |
|         if st in ('RGB', 'RGBA', 'VECTOR'):
 | |
|             res = parse_vector(link.from_node, link.from_socket)
 | |
|             if res is None:
 | |
|                 log.error(f'{link.from_node.name} returned `None` while parsing!')
 | |
|                 return None
 | |
|             state.curshader.write(f'vec3 {res_var} = {res};')
 | |
| 
 | |
|         elif st == 'VALUE':
 | |
|             res = parse_value(link.from_node, link.from_socket)
 | |
|             if res is None:
 | |
|                 log.error(f'{link.from_node.name} returned `None` while parsing!')
 | |
|                 return None
 | |
|             if link.from_node.type == "VALUE" and not link.from_node.lnx_material_param:
 | |
|                 state.curshader.add_const('float', res_var, res)
 | |
|             else:
 | |
|                 state.curshader.write(f'float {res_var} = {res};')
 | |
| 
 | |
|         if state.dxdy_varying_input_value:
 | |
|             state.curshader.write(f'{res_var} = {apply_screenspace_derivative_offset_if_required(res_var)};')
 | |
|             state.dxdy_varying_input_value = False
 | |
| 
 | |
|     # Normal map already parsed, return
 | |
|     elif link.from_node.type == 'NORMAL_MAP':
 | |
|         return None
 | |
| 
 | |
|     return res_var
 | |
| 
 | |
| 
 | |
| def write_procedurals():
 | |
|     if state.curshader not in state.procedurals_written:
 | |
|         state.curshader.add_function(c_functions.str_tex_proc)
 | |
|         state.procedurals_written.add(state.curshader)
 | |
| 
 | |
| 
 | |
| def glsl_type(socket_type: str):
 | |
|     """Socket to glsl type."""
 | |
|     if socket_type in ('RGB', 'RGBA', 'VECTOR'):
 | |
|         return 'vec3'
 | |
|     else:
 | |
|         return 'float'
 | |
| 
 | |
| def to_uniform(inp: bpy.types.NodeSocket):
 | |
|     uname = safesrc(inp.node.name) + safesrc(inp.name)
 | |
|     state.curshader.add_uniform(glsl_type(inp.type) + ' ' + uname)
 | |
|     return uname
 | |
| 
 | |
| 
 | |
| def store_var_name(node: bpy.types.Node) -> str:
 | |
|     name = node_name(node.name)
 | |
|     if name[-1] == "_":
 | |
|         return name + '_x_store'  # Prevent consecutive __
 | |
|     return name + '_store'
 | |
| 
 | |
| 
 | |
| def texture_store(node, tex, tex_name, to_linear=False, tex_link=None, default_value=None, is_lnx_mat_param=None):
 | |
|     curshader = state.curshader
 | |
| 
 | |
|     tex_store = store_var_name(node)
 | |
| 
 | |
|     if node_need_reevaluation_for_screenspace_derivative(node):
 | |
|         tex_store += state.get_parser_pass_suffix()
 | |
| 
 | |
|     if is_parsed(tex_store):
 | |
|         return tex_store
 | |
|     state.parsed.add(tex_store)
 | |
| 
 | |
|     if is_lnx_mat_param is None:
 | |
|         mat_bind_texture(tex)
 | |
|     state.con.add_elem('tex', 'short2norm')
 | |
|     curshader.add_uniform('sampler2D {0}'.format(tex_name), link=tex_link, default_value=default_value, is_lnx_mat_param=is_lnx_mat_param)
 | |
|     triplanar = node.projection == 'BOX'
 | |
|     if node.inputs[0].is_linked:
 | |
|         uv_name = parse_vector_input(node.inputs[0])
 | |
|         if triplanar:
 | |
|             uv_name = 'vec3({0}.x, 1.0 - {0}.y, {0}.z)'.format(uv_name)
 | |
|         else:
 | |
|             uv_name = 'vec2({0}.x, 1.0 - {0}.y)'.format(uv_name)
 | |
|     else:
 | |
|         uv_name = 'vec3(texCoord.xy, 0.0)' if triplanar else 'texCoord'
 | |
|     if triplanar:
 | |
|         if not curshader.has_include('std/mapping.glsl'):
 | |
|             curshader.add_include('std/mapping.glsl')
 | |
|         if state.normal_parsed:
 | |
|             nor = 'TBN[2]'
 | |
|         else:
 | |
|             nor = 'n'
 | |
|         curshader.write('vec4 {0} = vec4(triplanarMapping({1}, {2}, {3}), 0.0);'.format(tex_store, tex_name, nor, uv_name))
 | |
|     else:
 | |
|         if mat_state.texture_grad:
 | |
|             curshader.write('vec4 {0} = textureGrad({1}, {2}.xy, g2.xy, g2.zw);'.format(tex_store, tex_name, uv_name))
 | |
|         else:
 | |
|             curshader.write('vec4 {0} = texture({1}, {2}.xy);'.format(tex_store, tex_name, uv_name))
 | |
| 
 | |
|     if to_linear:
 | |
|         curshader.write('{0}.rgb = pow({0}.rgb, vec3(2.2));'.format(tex_store))
 | |
| 
 | |
|     return tex_store
 | |
| 
 | |
| 
 | |
| def apply_screenspace_derivative_offset_if_required(coords: str) -> str:
 | |
|     """Apply screen-space derivative offsets to the given coordinates,
 | |
|     if required by the current ParserPass.
 | |
|     """
 | |
|     # Derivative functions are only available in fragment shaders
 | |
|     if state.curshader.shader_type == 'frag':
 | |
|         if state.current_pass == ParserPass.DX_SCREEN_SPACE:
 | |
|             coords = f'({coords}) + {dfdx_fine(coords)}'
 | |
|         elif state.current_pass == ParserPass.DY_SCREEN_SPACE:
 | |
|             coords = f'({coords}) + {dfdy_fine(coords)}'
 | |
| 
 | |
|     return '(' + coords + ')'
 | |
| 
 | |
| 
 | |
| def node_need_reevaluation_for_screenspace_derivative(node: bpy.types.Node) -> bool:
 | |
|     if state.current_pass not in (ParserPass.DX_SCREEN_SPACE, ParserPass.DY_SCREEN_SPACE):
 | |
|         return False
 | |
| 
 | |
|     should_compute_offset = node_meta.get_node_meta(node).compute_dxdy_variants
 | |
| 
 | |
|     if should_compute_offset == node_meta.ComputeDXDYVariant.ALWAYS:
 | |
|         return True
 | |
|     elif should_compute_offset == node_meta.ComputeDXDYVariant.NEVER:
 | |
|         return False
 | |
| 
 | |
|     # ComputeDXDYVariant.DYNAMIC
 | |
|     for inp in node.inputs:
 | |
|         c_node, _ = lnx.node_utils.input_get_connected_node(inp)
 | |
|         if c_node is None:
 | |
|             continue
 | |
| 
 | |
|         if node_need_reevaluation_for_screenspace_derivative(c_node):
 | |
|             return True
 | |
| 
 | |
|     return False
 | |
| 
 | |
| 
 | |
| def dfdx_fine(val: str) -> str:
 | |
|     # GL_ARB_derivative_control is unavailable in OpenGL ES (= no fine/coarse variants),
 | |
|     # OES_standard_derivatives is automatically enabled in kha.SystemImpl
 | |
|     return f'dFdx({val})' if lnx.utils.is_gapi_gl_es() else f'dFdxFine({val})'
 | |
| 
 | |
| 
 | |
| def dfdy_fine(val: str) -> str:
 | |
|     return f'dFdy({val})' if lnx.utils.is_gapi_gl_es() else f'dFdyFine({val})'
 | |
| 
 | |
| 
 | |
| def to_vec1(v):
 | |
|     return str(v)
 | |
| 
 | |
| 
 | |
| def to_vec2(v):
 | |
|     return f'vec2({v[0]}, {v[1]})'
 | |
| 
 | |
| 
 | |
| def to_vec3(v):
 | |
|     return f'vec3({v[0]}, {v[1]}, {v[2]})'
 | |
| 
 | |
| 
 | |
| def cast_value(val: str, from_type: str, to_type: str) -> str:
 | |
|     """Casts a value that is already parsed in a glsl string to another
 | |
|     value in a string.
 | |
| 
 | |
|     vec2 types are not supported (not used in the node editor) and there
 | |
|     is no cast towards int types. If casting from vec3 to vec4, the w
 | |
|     coordinate/alpha channel is filled with a 1.
 | |
| 
 | |
|     If this function is called with invalid parameters, a TypeError is
 | |
|     raised.
 | |
|     """
 | |
|     if from_type == to_type:
 | |
|         return val
 | |
| 
 | |
|     if from_type in ('int', 'float'):
 | |
|         if to_type in ('int', 'float'):
 | |
|             return val
 | |
|         elif to_type in ('vec2', 'vec3', 'vec4'):
 | |
|             return f'{to_type}({val})'
 | |
| 
 | |
|     elif from_type == 'vec3':
 | |
|         if to_type == 'float':
 | |
|             return rgb_to_bw(val)
 | |
|         elif to_type == 'vec4':
 | |
|             return f'vec4({val}, 1.0)'
 | |
| 
 | |
|     elif from_type == 'vec4':
 | |
|         if to_type == 'float':
 | |
|             return rgb_to_bw(val)
 | |
|         elif to_type == 'vec3':
 | |
|             return f'{val}.xyz'
 | |
| 
 | |
|     raise TypeError("Invalid type cast in shader!")
 | |
| 
 | |
| 
 | |
| def rgb_to_bw(res_var: vec3str) -> floatstr:
 | |
|     # Blender uses the default OpenColorIO luma coefficients which
 | |
|     # originally come from the Rec. 709 standard (see ITU-R BT.709-6 Item 3.3)
 | |
|     return f'dot({res_var}, vec3(0.2126, 0.7152, 0.0722))'
 | |
| 
 | |
| 
 | |
| def node_by_type(nodes, ntype: str) -> bpy.types.Node:
 | |
|     for n in nodes:
 | |
|         if n.type == ntype:
 | |
|             return n
 | |
| 
 | |
| def node_by_name(nodes, name: str) -> bpy.types.Node:
 | |
|     for n in nodes:
 | |
|         if n.bl_idname == name:
 | |
|             return n
 | |
| 
 | |
| def socket_index(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> int:
 | |
|     for i in range(0, len(node.outputs)):
 | |
|         if node.outputs[i] == socket:
 | |
|             return i
 | |
| 
 | |
| 
 | |
| def node_name(s: str) -> str:
 | |
|     """Return a unique and safe name for a node for shader code usage."""
 | |
|     for p in state.parents:
 | |
|         s = p.name + '_' + s
 | |
|     if state.curshader.write_textures > 0:
 | |
|         s += '_texread'
 | |
|     s = safesrc(s)
 | |
|     if '__' in s:  # Consecutive _ are reserved
 | |
|         s = s.replace('_', '_x')
 | |
|     return s
 | |
| 
 | |
| ##
 | |
| 
 | |
| 
 | |
| def make_texture(
 | |
|         image: bpy.types.Image, tex_name: str, matname: str,
 | |
|         interpolation: str, extension: str,
 | |
| ) -> Optional[Dict[str, Any]]:
 | |
|     """Creates a texture binding entry for the scene's export data
 | |
|     ('bind_textures') for a given texture image.
 | |
|     """
 | |
|     tex = {'name': tex_name}
 | |
| 
 | |
|     if image is None:
 | |
|         return None
 | |
| 
 | |
|     if matname is None:
 | |
|         matname = mat_state.material.name
 | |
| 
 | |
|     # Get filepath
 | |
|     filepath = image.filepath
 | |
|     if filepath == '':
 | |
|         if image.packed_file is not None:
 | |
|             filepath = './' + image.name
 | |
|             has_ext = filepath.endswith(('.jpg', '.png', '.hdr'))
 | |
|             if not has_ext:
 | |
|                 # Raw bytes, write converted .jpg to /unpacked
 | |
|                 filepath += '.raw'
 | |
| 
 | |
|         elif image.source == "GENERATED":
 | |
|             unpack_path = os.path.join(lnx.utils.get_fp_build(), 'compiled', 'Assets', 'unpacked')
 | |
|             if not os.path.exists(unpack_path):
 | |
|                 os.makedirs(unpack_path)
 | |
| 
 | |
|             filepath = os.path.join(unpack_path, image.name + ".jpg")
 | |
|             lnx.utils.convert_image(image, filepath, "JPEG")
 | |
| 
 | |
|         else:
 | |
|             log.warn(matname + '/' + image.name + ' - invalid file path')
 | |
|             return None
 | |
|     else:
 | |
|         filepath = lnx.utils.to_absolute_path(filepath, image.library)
 | |
| 
 | |
|     # Reference image name
 | |
|     texpath = lnx.utils.asset_path(filepath)
 | |
|     texfile = lnx.utils.extract_filename(filepath)
 | |
|     tex['file'] = lnx.utils.safestr(texfile)
 | |
|     s = tex['file'].rsplit('.', 1)
 | |
| 
 | |
|     if len(s) == 1:
 | |
|         log.warn(matname + '/' + image.name + ' - file extension required for image name')
 | |
|         return None
 | |
| 
 | |
|     ext = s[1].lower()
 | |
|     do_convert = ext not in ('jpg', 'png', 'hdr', 'mp4') # Convert image
 | |
|     if do_convert:
 | |
|         new_ext = 'png' if (ext in ('tga', 'dds')) else 'jpg'
 | |
|         tex['file'] = tex['file'].rsplit('.', 1)[0] + '.' + new_ext
 | |
| 
 | |
|     if image.packed_file is not None or not is_ascii(texfile):
 | |
|         # Extract packed data / copy non-ascii texture
 | |
|         unpack_path = os.path.join(lnx.utils.get_fp_build(), 'compiled', 'Assets', 'unpacked')
 | |
|         if not os.path.exists(unpack_path):
 | |
|             os.makedirs(unpack_path)
 | |
|         unpack_filepath = os.path.join(unpack_path, tex['file'])
 | |
| 
 | |
|         if do_convert:
 | |
|             if not os.path.isfile(unpack_filepath):
 | |
|                 fmt = 'PNG' if new_ext == 'png' else 'JPEG'
 | |
|                 lnx.utils.convert_image(image, unpack_filepath, file_format=fmt)
 | |
|         else:
 | |
| 
 | |
|             # Write bytes if size is different or file does not exist yet
 | |
|             if image.packed_file is not None:
 | |
|                 if 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)
 | |
|             # Copy non-ascii texture
 | |
|             else:
 | |
|                 if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != os.path.getsize(texpath):
 | |
|                     shutil.copy(texpath, unpack_filepath)
 | |
| 
 | |
|         lnx.assets.add(unpack_filepath)
 | |
| 
 | |
|     else:
 | |
|         if not os.path.isfile(lnx.utils.asset_path(filepath)):
 | |
|             log.warn('Material ' + matname + '/' + image.name + ' - file not found(' + filepath + ')')
 | |
|             return None
 | |
| 
 | |
|         if do_convert:
 | |
|             unpack_path = os.path.join(lnx.utils.get_fp_build(), 'compiled', 'Assets', 'unpacked')
 | |
|             if not os.path.exists(unpack_path):
 | |
|                 os.makedirs(unpack_path)
 | |
|             converted_path = os.path.join(unpack_path, tex['file'])
 | |
|             # TODO: delete cache when file changes
 | |
|             if not os.path.isfile(converted_path):
 | |
|                 fmt = 'PNG' if new_ext == 'png' else 'JPEG'
 | |
|                 lnx.utils.convert_image(image, converted_path, file_format=fmt)
 | |
|             lnx.assets.add(converted_path)
 | |
|         else:
 | |
|             # Link image path to assets
 | |
|             # TODO: Khamake converts .PNG to .jpg? Convert ext to lowercase on windows
 | |
|             if lnx.utils.get_os() == 'win':
 | |
|                 s = filepath.rsplit('.', 1)
 | |
|                 lnx.assets.add(lnx.utils.asset_path(s[0] + '.' + s[1].lower()))
 | |
|             else:
 | |
|                 lnx.assets.add(lnx.utils.asset_path(filepath))
 | |
| 
 | |
|     # if image_format != 'RGBA32':
 | |
|         # tex['format'] = image_format
 | |
| 
 | |
|     rpdat = lnx.utils.get_rp()
 | |
|     texfilter = rpdat.lnx_texture_filter
 | |
|     if texfilter == 'Anisotropic':
 | |
|         interpolation = 'Smart'
 | |
|     elif texfilter == 'Linear':
 | |
|         interpolation = 'Linear'
 | |
|     elif texfilter == 'Point':
 | |
|         interpolation = 'Closest'
 | |
| 
 | |
|     if interpolation == 'Cubic': # Mipmap linear
 | |
|         tex['mipmap_filter'] = 'linear'
 | |
|         tex['generate_mipmaps'] = True
 | |
|     elif interpolation == 'Smart': # Mipmap anisotropic
 | |
|         tex['min_filter'] = 'anisotropic'
 | |
|         tex['mipmap_filter'] = 'linear'
 | |
|         tex['generate_mipmaps'] = True
 | |
|     elif interpolation == 'Closest':
 | |
|         tex['min_filter'] = 'point'
 | |
|         tex['mag_filter'] = 'point'
 | |
|     # else defaults to linear
 | |
| 
 | |
|     if extension != 'REPEAT': # Extend or clip
 | |
|         tex['u_addressing'] = 'clamp'
 | |
|         tex['v_addressing'] = 'clamp'
 | |
| 
 | |
|     if image.source == 'MOVIE':
 | |
|         tex['source'] = 'movie'
 | |
|         tex['min_filter'] = 'linear'
 | |
|         tex['mag_filter'] = 'linear'
 | |
|         tex['mipmap_filter'] = 'no'
 | |
|         tex['generate_mipmaps'] = False
 | |
| 
 | |
|     return tex
 | |
| 
 | |
| 
 | |
| def make_texture_from_image_node(image_node: bpy.types.ShaderNodeTexImage, tex_name: str, matname: str = None) -> Optional[Dict[str, Any]]:
 | |
|     if matname is None:
 | |
|         matname = mat_state.material.name
 | |
| 
 | |
|     return make_texture(image_node.image, tex_name, matname, image_node.interpolation, image_node.extension)
 | |
| 
 | |
| 
 | |
| def is_pow(num):
 | |
|     return ((num & (num - 1)) == 0) and num != 0
 | |
| 
 | |
| def is_ascii(s):
 | |
|     return len(s) == len(s.encode())
 | |
| 
 | |
| ##
 | |
| 
 | |
| def get_lnx_export_tangents():
 | |
|     return bpy.data.worlds['Lnx'].lnx_export_tangents
 | |
| 
 | |
| def safesrc(name):
 | |
|     return lnx.utils.safesrc(name)
 | |
| 
 | |
| def disp_enabled():
 | |
|     return lnx.utils.disp_enabled(lnx.make_state.target)
 | |
| 
 | |
| def assets_add(path):
 | |
|     lnx.assets.add(path)
 | |
| 
 | |
| def assets_add_embedded_data(path):
 | |
|     lnx.assets.add_embedded_data(path)
 | |
| 
 | |
| def tree_name() -> str:
 | |
|     return state.tree_name
 | |
| 
 | |
| def mat_batch():
 | |
|     return mat_state.batch
 | |
| 
 | |
| def mat_bind_texture(tex):
 | |
|     mat_state.bind_textures.append(tex)
 | |
| 
 | |
| def mat_get_material():
 | |
|     return mat_state.material
 | |
| 
 | |
| def mat_get_material_users():
 | |
|     return mat_state.mat_users
 |