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LNXSDK/leenkx/blender/lnx/material/cycles_nodes/nodes_vector.py

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from __future__ import annotations
from typing import Union
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import bpy
from mathutils import Euler, Vector
import lnx.log
import lnx.material.cycles as c
import lnx.material.cycles_functions as c_functions
from lnx.material.parser_state import ParserState, ParserPass
from lnx.material.shader import floatstr, vec3str
import lnx.utils as utils
if lnx.is_reload(__name__):
lnx.log = lnx.reload_module(lnx.log)
c = lnx.reload_module(c)
c_functions = lnx.reload_module(c_functions)
lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state)
from lnx.material.parser_state import ParserState, ParserPass
lnx.material.shader = lnx.reload_module(lnx.material.shader)
from lnx.material.shader import floatstr, vec3str
utils = lnx.reload_module(utils)
else:
lnx.enable_reload(__name__)
def parse_curvevec(node: bpy.types.ShaderNodeVectorCurve, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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fac = c.get_value_input(node, ['Fac'])
vec = c.get_vector_input(node, ['Vector'])
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curves = node.mapping.curves
name = c.node_name(node.name)
res_x = c.vector_curve(name + '0', vec + '.x', curves[0].points)
res_y = c.vector_curve(name + '1', vec + '.y', curves[1].points)
res_z = c.vector_curve(name + '2', vec + '.z', curves[2].points)
res_vec = f'vec3({res_x}, {res_y}, {res_z})'
return f'mix({vec}, {res_vec}, {fac})'
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def parse_bump(node: bpy.types.ShaderNodeBump, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
if state.curshader.shader_type != 'frag':
lnx.log.warn("Bump node not supported outside of fragment shaders")
return 'vec3(0.0)'
# Interpolation strength
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strength = c.get_value_input(node, ['Strength'])
distance = c.get_value_input(node, ['Distance'])
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height = c.get_value_input(node, ['Height'])
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state.current_pass = ParserPass.DX_SCREEN_SPACE
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height_dx = c.get_value_input(node, ['Height'])
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state.current_pass = ParserPass.DY_SCREEN_SPACE
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height_dy = c.get_value_input(node, ['Height'])
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state.current_pass = ParserPass.REGULAR
nor = c.get_vector_input(node, ['Normal']) if node.inputs['Normal'].is_linked else 'n'
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if height_dx != height or height_dy != height:
tangent = f'{c.dfdx_fine("wposition")} + {nor} * (({height_dx} - {height}) * {distance})'
bitangent = f'{c.dfdy_fine("wposition")} + {nor} * (({height_dy} - {height}) * {distance})'
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# Cross-product operand order, dFdy is flipped on d3d11
bitangent_first = utils.get_gapi() == 'direct3d11'
if node.invert:
bitangent_first = not bitangent_first
if bitangent_first:
# We need to normalize twice, once for the correct "weight" of the strength,
# once for having a normalized output vector (lerping vectors does not preserve magnitude)
res = f'normalize(mix({nor}, normalize(cross({bitangent}, {tangent})), {strength}))'
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else:
res = f'normalize(mix({nor}, normalize(cross({tangent}, {bitangent})), {strength}))'
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else:
res = nor
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return res
def parse_mapping(node: bpy.types.ShaderNodeMapping, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
input_vector = node.inputs['Vector']
input_location = node.inputs['Location']
input_rotation = node.inputs['Rotation']
input_scale = node.inputs['Scale']
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out = c.parse_vector_input(input_vector) if input_vector.is_linked else c.to_vec3(input_vector.default_value)
location = c.parse_vector_input(input_location) if input_location.is_linked else c.to_vec3(input_location.default_value)
rotation = c.parse_vector_input(input_rotation) if input_rotation.is_linked else c.to_vec3(input_rotation.default_value)
scale = c.parse_vector_input(input_scale) if input_scale.is_linked else c.to_vec3(input_scale.default_value)
if node.vector_type == 'TEXTURE':
if input_location.is_linked or any(v != 0.0 for v in input_location.default_value):
out = f"({out} - {location})"
if input_rotation.is_linked or any(v != 0.0 for v in input_rotation.default_value):
var_name = c.node_name(node.name) + "_rotation" + state.get_parser_pass_suffix()
state.curshader.write(f"mat3 {var_name}X = mat3(1.0, 0.0, 0.0, 0.0, cos({rotation}.x), sin({rotation}.x), 0.0, -sin({rotation}.x), cos({rotation}.x));")
state.curshader.write(f"mat3 {var_name}Y = mat3(cos({rotation}.y), 0.0, -sin({rotation}.y), 0.0, 1.0, 0.0, sin({rotation}.y), 0.0, cos({rotation}.y));")
state.curshader.write(f"mat3 {var_name}Z = mat3(cos({rotation}.z), sin({rotation}.z), 0.0, -sin({rotation}.z), cos({rotation}.z), 0.0, 0.0, 0.0, 1.0);")
out = f"({out} * {var_name}Z * {var_name}Y * {var_name}X)"
if input_scale.is_linked or any(v != 1.0 for v in input_scale.default_value):
out = f"({out} / {scale})"
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elif node.vector_type in ['POINT', 'VECTOR', 'NORMAL']:
if input_scale.is_linked or any(v != 1.0 for v in input_scale.default_value):
out = f"({out} * {scale})"
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if input_rotation.is_linked or any(v != 0.0 for v in input_rotation.default_value):
var_name = c.node_name(node.name) + "_rotation" + state.get_parser_pass_suffix()
state.curshader.write(f"mat3 {var_name}X = mat3(1.0, 0.0, 0.0, 0.0, cos({rotation}.x), -sin({rotation}.x), 0.0, sin({rotation}.x), cos({rotation}.x));")
state.curshader.write(f"mat3 {var_name}Y = mat3(cos({rotation}.y), 0.0, sin({rotation}.y), 0.0, 1.0, 0.0, -sin({rotation}.y), 0.0, cos({rotation}.y));")
state.curshader.write(f"mat3 {var_name}Z = mat3(cos({rotation}.z), -sin({rotation}.z), 0.0, sin({rotation}.z), cos({rotation}.z), 0.0, 0.0, 0.0, 1.0);")
out = f"({out} * {var_name}X * {var_name}Y * {var_name}Z)"
if node.vector_type == 'POINT':
if input_location.is_linked or any(v != 0.0 for v in input_location.default_value):
out = f"({out} + {location})"
if node.vector_type == 'NORMAL':
out = f"normalize({out})"
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return out
def parse_normal(node: bpy.types.ShaderNodeNormal, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
nor1 = c.to_vec3(node.outputs['Normal'].default_value)
if out_socket == node.outputs['Normal']:
return nor1
elif out_socket == node.outputs['Dot']:
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nor2 = c.get_vector_input(node, ["Normal"])
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return f'dot({nor1}, {nor2})'
def parse_normalmap(node: bpy.types.ShaderNodeNormalMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
if state.curshader == state.tese:
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return c.get_vector_input(node, ["Normal"])
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else:
c.parse_normal_map_color_input(node.inputs['Color'], node.inputs['Strength'], space=node.space)
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return 'n'
def parse_vectortransform(node: bpy.types.ShaderNodeVectorTransform, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
vec = c.get_vector_input(node, ['Vector'])
v_type = node.vector_type
v_from = node.convert_from
v_to = node.convert_to
if v_from == v_to:
return vec
shader = state.curshader
if v_from == 'OBJECT' or v_to == 'OBJECT':
shader.add_uniform('mat4 W', link='_worldMatrix')
shader.add_uniform('mat4 IW', link='_inverseWorldMatrix')
if v_from == 'CAMERA' or v_to == 'CAMERA':
shader.add_uniform('mat4 V', link='_viewMatrix')
shader.add_uniform('mat4 IV', link='_inverseViewMatrix')
w = '1.0' if v_type == 'POINT' else '0.0'
res = f'vec4({vec}, {w})'
if v_from == 'OBJECT':
shader.write('mat4 Wn = W;')
shader.write('Wn[0] = normalize(Wn[0]);')
shader.write('Wn[1] = normalize(Wn[1]);')
shader.write('Wn[2] = normalize(Wn[2]);')
res = f'(Wn * {res})'
elif v_from == 'CAMERA':
res = f'(IV * {res})'
if v_to == 'OBJECT':
shader.write('mat4 IWn = IW;')
shader.write('IWn[0] = normalize(IWn[0]);')
shader.write('IWn[1] = normalize(IWn[1]);')
shader.write('IWn[2] = normalize(IWn[2]);')
res = f'(IWn * {res})'
elif v_to == 'CAMERA':
res = f'(V * {res})'
out = f'({res}).xyz'
if v_type == 'NORMAL':
out = f'normalize({out})'
return out
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def parse_displacement(node: bpy.types.ShaderNodeDisplacement, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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height = c.get_value_input(node, ['Height'])
midlevel = c.get_value_input(node, ['Midlevel'])
scale = c.get_value_input(node, ['Scale'])
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if node.inputs['Normal'].is_linked:
nor = c.get_vector_input(node, ['Normal'])
else:
nor = 'wnormal'
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if node.space == 'OBJECT':
nor = f'(inverse(mat3(W)) * {nor})'
disp = f'normalize({nor}) * (vec3({height}) - vec3({midlevel})) * {scale}'
if node.space == 'OBJECT':
return f'(vec4(W * vec4({disp}, 0.0)).xyz)'
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else:
return f'({disp})'
def parse_vector_displacement(node: bpy.types.ShaderNodeVectorDisplacement, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
vector = c.get_vector_input(node, ['Vector'])
midlevel = c.get_value_input(node, ['Midlevel'])
scale = c.get_value_input(node, ['Scale'])
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offset = f'(({vector} - vec3({midlevel})) * {scale})'
if node.space == 'TANGENT':
t_obj = 'normalize(inverse(mat3(W)) * wtangent)'
n_obj = 'normalize(inverse(mat3(W)) * wnormal)'
b_obj = f'normalize(cross({n_obj}, {t_obj}))'
disp = f'({t_obj} * {offset}.x + {n_obj} * {offset}.y + {b_obj} * {offset}.z)'
return f'(vec4(W * vec4({disp}, 0.0)).xyz)'
elif node.space == 'OBJECT':
return f'(vec4(W * vec4({offset}, 0.0)).xyz)'
else:
return offset
def parse_vectorrotate(node: bpy.types.ShaderNodeVectorRotate, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
type = node.rotation_type
input_vector = c.get_vector_input(node, ['Vector'])
input_center = c.get_vector_input(node, ['Center'])
input_axis = c.get_vector_input(node, ['Axis'])
input_angle = c.get_value_input(node, ['Angle'])
input_rotation = c.get_vector_input(node, ['Rotation'])
inv = "-1.0" if node.invert else "1.0"
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state.curshader.add_function(c_functions.str_rotate_around_axis)
if type == 'AXIS_ANGLE':
return f'vec3( (length({input_axis}) > 0.001) ? rotate_around_axis({input_vector} - {input_center}, normalize({input_axis}), {input_angle} * {inv}) + {input_center} : {input_vector} )'
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elif type == 'X_AXIS':
return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(1.0, 0.0, 0.0), {input_angle} * {inv}) + {input_center} )'
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elif type == 'Y_AXIS':
return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(0.0, 1.0, 0.0), {input_angle} * {inv}) + {input_center} )'
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elif type == 'Z_AXIS':
return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(0.0, 0.0, 1.0), {input_angle} * {inv}) + {input_center} )'
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elif type == 'EULER_XYZ':
state.curshader.add_function(c_functions.str_euler_to_mat3)
rot_val = f'({input_rotation} * {inv})'
return f'vec3( euler_to_mat3({rot_val}) * ({input_vector} - {input_center}) + {input_center})'
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return f'vec3(0.0, 0.0, 0.0)'