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LNXSDK/leenkx/blender/lnx/material/make_shader.py

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import os
import subprocess
from typing import Dict, List, Tuple
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import bpy
from bpy.types import Material
from bpy.types import Object
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import lnx.api
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import lnx.assets as assets
import lnx.exporter
import lnx.log as log
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import lnx.material.cycles as cycles
import lnx.material.make_decal as make_decal
import lnx.material.make_depth as make_depth
import lnx.material.make_mesh as make_mesh
import lnx.material.make_overlay as make_overlay
import lnx.material.make_transluc as make_transluc
import lnx.material.make_refract as make_refract
import lnx.material.make_voxel as make_voxel
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import lnx.material.mat_state as mat_state
import lnx.material.mat_utils as mat_utils
from lnx.material.shader import Shader, ShaderContext, ShaderData
import lnx.utils
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if lnx.is_reload(__name__):
lnx.api = lnx.reload_module(lnx.api)
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assets = lnx.reload_module(assets)
lnx.exporter = lnx.reload_module(lnx.exporter)
log = lnx.reload_module(log)
cycles = lnx.reload_module(cycles)
make_decal = lnx.reload_module(make_decal)
make_depth = lnx.reload_module(make_depth)
make_mesh = lnx.reload_module(make_mesh)
make_overlay = lnx.reload_module(make_overlay)
make_transluc = lnx.reload_module(make_transluc)
make_voxel = lnx.reload_module(make_voxel)
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mat_state = lnx.reload_module(mat_state)
mat_utils = lnx.reload_module(mat_utils)
lnx.material.shader = lnx.reload_module(lnx.material.shader)
from lnx.material.shader import Shader, ShaderContext, ShaderData
lnx.utils = lnx.reload_module(lnx.utils)
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else:
lnx.enable_reload(__name__)
rpass_hook = None
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def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxusers) -> Tuple:
mat_state.mat_users = mat_users
mat_state.mat_lnxusers = mat_lnxusers
mat_state.material = material
mat_state.nodes = material.node_tree.nodes
mat_state.data = ShaderData(material)
mat_state.output_node = cycles.node_by_type(mat_state.nodes, 'OUTPUT_MATERIAL')
if mat_state.output_node is None:
# Place empty material output to keep compiler happy..
mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')
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wrd = bpy.data.worlds['Lnx']
rpdat = lnx.utils.get_rp()
rpasses = mat_utils.get_rpasses(material)
matname = lnx.utils.safesrc(lnx.utils.asset_name(material))
rel_path = lnx.utils.build_dir() + '/compiled/Shaders/'
full_path = lnx.utils.get_fp() + '/' + rel_path
if not os.path.exists(full_path):
os.makedirs(full_path)
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make_instancing_and_skinning(material, mat_users)
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bind_constants = dict()
bind_textures = dict()
for rp in rpasses:
car = []
bind_constants[rp] = car
mat_state.bind_constants = car
tar = []
bind_textures[rp] = tar
mat_state.bind_textures = tar
con = None
if rpdat.rp_driver != 'Leenkx' and lnx.api.drivers[rpdat.rp_driver]['make_rpass'] is not None:
con = lnx.api.drivers[rpdat.rp_driver]['make_rpass'](rp)
if con is not None:
pass
elif rp == 'mesh':
con = make_mesh.make(rp, rpasses)
elif rp == 'shadowmap':
con = make_depth.make(rp, rpasses, shadowmap=True)
elif rp == 'shadowmap_transparent':
con = make_depth.make(rp, rpasses, shadowmap=True, shadowmap_transparent=True)
elif rp == 'translucent':
con = make_transluc.make(rp)
elif rp == 'refraction':
con = make_refract.make(rp)
elif rp == 'overlay':
con = make_overlay.make(rp)
elif rp == 'decal':
con = make_decal.make(rp)
elif rp == 'depth':
con = make_depth.make(rp, rpasses)
elif rp == 'voxel':
con = make_voxel.make(rp)
elif rpass_hook is not None:
con = rpass_hook(rp)
write_shaders(rel_path, con, rp, matname)
shader_data_name = matname + '_data'
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if wrd.lnx_single_data_file:
if 'shader_datas' not in lnx.exporter.current_output:
lnx.exporter.current_output['shader_datas'] = []
lnx.exporter.current_output['shader_datas'].append(mat_state.data.get()['shader_datas'][0])
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else:
lnx.utils.write_lnx(full_path + '/' + matname + '_data.lnx', mat_state.data.get())
shader_data_path = lnx.utils.get_fp_build() + '/compiled/Shaders/' + shader_data_name + '.lnx'
assets.add_shader_data(shader_data_path)
return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> None:
keep_cache = mat_state.material.lnx_cached
write_shader(rel_path, con.vert, 'vert', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.frag, 'frag', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.geom, 'geom', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.tesc, 'tesc', rpass, matname, keep_cache=keep_cache)
write_shader(rel_path, con.tese, 'tese', rpass, matname, keep_cache=keep_cache)
def write_shader(rel_path: str, shader: Shader, ext: str, rpass: str, matname: str, keep_cache=True) -> None:
if shader is None or shader.is_linked:
return
# TODO: blend context
if rpass == 'mesh' and mat_state.material.lnx_blending:
rpass = 'blend'
file_ext = '.glsl'
if shader.noprocessing:
# Use hlsl directly
hlsl_dir = lnx.utils.build_dir() + '/compiled/Hlsl/'
if not os.path.exists(hlsl_dir):
os.makedirs(hlsl_dir)
file_ext = '.hlsl'
rel_path = rel_path.replace('/compiled/Shaders/', '/compiled/Hlsl/')
shader_file = matname + '_' + rpass + '.' + ext + file_ext
shader_path = lnx.utils.get_fp() + '/' + rel_path + '/' + shader_file
assets.add_shader(shader_path)
if not os.path.isfile(shader_path) or not keep_cache:
with open(shader_path, 'w') as f:
f.write(shader.get())
if shader.noprocessing:
cwd = os.getcwd()
os.chdir(lnx.utils.get_fp() + '/' + rel_path)
hlslbin_path = lnx.utils.get_sdk_path() + '/lib/leenkx_tools/hlslbin/hlslbin.exe'
prof = 'vs_5_0' if ext == 'vert' else 'ps_5_0' if ext == 'frag' else 'gs_5_0'
# noprocessing flag - gets renamed to .d3d11
args = [hlslbin_path.replace('/', '\\').replace('\\\\', '\\'), shader_file, shader_file[:-4] + 'glsl', prof]
if ext == 'vert':
args.append('-i')
args.append('pos')
proc = subprocess.call(args)
os.chdir(cwd)
def make_instancing_and_skinning(mat: Material, mat_users: Dict[Material, List[Object]]) -> None:
"""Build material with instancing or skinning if enabled.
If the material is a custom material, only validation checks for instancing are performed."""
global_elems = []
if mat_users is not None and mat in mat_users:
# Whether there are both an instanced object and a not instanced object with this material
instancing_usage = [False, False]
mat_state.uses_instancing = False
for bo in mat_users[mat]:
if mat.lnx_custom_material == '':
# Morph Targets
if lnx.utils.export_morph_targets(bo):
global_elems.append({'name': 'morph', 'data': 'short2norm'})
# GPU Skinning
if lnx.utils.export_bone_data(bo):
global_elems.append({'name': 'bone', 'data': 'short4norm'})
global_elems.append({'name': 'weight', 'data': 'short4norm'})
# Instancing
inst = bo.lnx_instanced
if inst != 'Off' or mat.lnx_particle_flag:
instancing_usage[0] = True
mat_state.uses_instancing = True
if mat.lnx_custom_material == '':
global_elems.append({'name': 'ipos', 'data': 'float3'})
if 'Rot' in inst:
global_elems.append({'name': 'irot', 'data': 'float3'})
if 'Scale' in inst:
global_elems.append({'name': 'iscl', 'data': 'float3'})
elif inst == 'Off':
# Ignore children of instanced objects, they are instanced even when set to 'Off'
instancing_usage[1] = bo.parent is None or bo.parent.lnx_instanced == 'Off'
if instancing_usage[0] and instancing_usage[1]:
# Display a warning for invalid instancing configurations
# See https://github.com/leenkx3d/leenkx/issues/2072
log.warn(f'Material "{mat.name}" has both instanced and not instanced objects, objects might flicker!')
if mat.lnx_custom_material == '':
mat_state.data.global_elems = global_elems