forked from LeenkxTeam/LNXSDK
Repe [T3DU] Update - 31f26d171bba0355ce2a77031e3aad4c64dbc7e9
This commit is contained in:
@ -29,11 +29,14 @@ def parse_curvevec(node: bpy.types.ShaderNodeVectorCurve, out_socket: bpy.types.
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vec = c.get_vector_input(node, ['Vector'])
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curves = node.mapping.curves
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name = c.node_name(node.name)
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# mapping.curves[0].points[0].handle_type # bezier curve
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return '(vec3({0}, {1}, {2}) * {3})'.format(
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c.vector_curve(name + '0', vec + '.x', curves[0].points),
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c.vector_curve(name + '1', vec + '.y', curves[1].points),
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c.vector_curve(name + '2', vec + '.z', curves[2].points), fac)
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res_x = c.vector_curve(name + '0', vec + '.x', curves[0].points)
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res_y = c.vector_curve(name + '1', vec + '.y', curves[1].points)
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res_z = c.vector_curve(name + '2', vec + '.z', curves[2].points)
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res_vec = f'vec3({res_x}, {res_y}, {res_z})'
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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:
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@ -43,9 +46,8 @@ def parse_bump(node: bpy.types.ShaderNodeBump, out_socket: bpy.types.NodeSocket,
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# Interpolation strength
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strength = c.get_value_input(node, ['Strength'])
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# distance = c.get_value_input(node, ['Distance'])
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distance = c.get_value_input(node, ['Distance'])
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height = c.get_value_input(node, ['Height'])
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# normal = c.get_vector_input(node, ['Normal'])
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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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@ -53,9 +55,11 @@ def parse_bump(node: bpy.types.ShaderNodeBump, out_socket: bpy.types.NodeSocket,
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height_dy = c.get_value_input(node, ['Height'])
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state.current_pass = ParserPass.REGULAR
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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:
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tangent = f'{c.dfdx_fine("wposition")} + n * ({height_dx} - {height})'
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bitangent = f'{c.dfdy_fine("wposition")} + n * ({height_dy} - {height})'
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tangent = f'{c.dfdx_fine("wposition")} + {nor} * (({height_dx} - {height}) * {distance})'
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bitangent = f'{c.dfdy_fine("wposition")} + {nor} * (({height_dy} - {height}) * {distance})'
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# Cross-product operand order, dFdy is flipped on d3d11
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bitangent_first = utils.get_gapi() == 'direct3d11'
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@ -66,73 +70,58 @@ def parse_bump(node: bpy.types.ShaderNodeBump, out_socket: bpy.types.NodeSocket,
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if bitangent_first:
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# We need to normalize twice, once for the correct "weight" of the strength,
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# once for having a normalized output vector (lerping vectors does not preserve magnitude)
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res = f'normalize(mix(n, normalize(cross({bitangent}, {tangent})), {strength}))'
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res = f'normalize(mix({nor}, normalize(cross({bitangent}, {tangent})), {strength}))'
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else:
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res = f'normalize(mix(n, normalize(cross({tangent}, {bitangent})), {strength}))'
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res = f'normalize(mix({nor}, normalize(cross({tangent}, {bitangent})), {strength}))'
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else:
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res = 'n'
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res = nor
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return res
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def parse_mapping(node: bpy.types.ShaderNodeMapping, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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# TODO: Add support for "Normal" type
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# Only "Point", "Texture" and "Vector" types supported for now..
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# More information about the order of operations for this node:
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# https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/mapping.html#properties
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input_vector = node.inputs['Vector']
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input_location = node.inputs['Location']
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input_rotation = node.inputs['Rotation']
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input_scale = node.inputs['Scale']
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input_vector: bpy.types.NodeSocket = node.inputs['Vector']
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input_location: bpy.types.NodeSocket = node.inputs['Location']
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input_rotation: bpy.types.NodeSocket = node.inputs['Rotation']
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input_scale: bpy.types.NodeSocket = 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)
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location = c.parse_vector_input(input_location) if input_location.is_linked else c.to_vec3(input_location.default_value)
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rotation = c.parse_vector_input(input_rotation) if input_rotation.is_linked else c.to_vec3(input_rotation.default_value)
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scale = c.parse_vector_input(input_scale) if input_scale.is_linked else c.to_vec3(input_scale.default_value)
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# Use inner functions because the order of operations varies between
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# mapping node vector types. This adds a slight overhead but makes
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# the code much more readable.
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# - "Point" and "Vector" use Scale -> Rotate -> Translate
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# - "Texture" uses Translate -> Rotate -> Scale
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def calc_location(output: str) -> str:
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# Vectors and Eulers support the "!=" operator
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if input_scale.is_linked or input_scale.default_value != Vector((1, 1, 1)):
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if node.vector_type == 'TEXTURE':
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output = f'({output} / {scale})'
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else:
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output = f'({output} * {scale})'
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if node.vector_type == 'TEXTURE':
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if input_location.is_linked or any(v != 0.0 for v in input_location.default_value):
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out = f"({out} - {location})"
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return output
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if input_rotation.is_linked or any(v != 0.0 for v in input_rotation.default_value):
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var_name = c.node_name(node.name) + "_rotation" + state.get_parser_pass_suffix()
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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));")
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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));")
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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);")
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out = f"({out} * {var_name}Z * {var_name}Y * {var_name}X)"
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def calc_scale(output: str) -> str:
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if input_location.is_linked or input_location.default_value != Vector((0, 0, 0)):
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# z location is a little off sometimes?...
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if node.vector_type == 'TEXTURE':
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output = f'({output} - {location})'
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else:
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output = f'({output} + {location})'
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return output
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if input_scale.is_linked or any(v != 1.0 for v in input_scale.default_value):
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out = f"({out} / {scale})"
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out = calc_location(out) if node.vector_type == 'TEXTURE' else calc_scale(out)
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elif node.vector_type in ['POINT', 'VECTOR', 'NORMAL']:
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if input_scale.is_linked or any(v != 1.0 for v in input_scale.default_value):
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out = f"({out} * {scale})"
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if input_rotation.is_linked or input_rotation.default_value != Euler((0, 0, 0)):
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var_name = c.node_name(node.name) + "_rotation" + state.get_parser_pass_suffix()
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if node.vector_type == 'TEXTURE':
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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));')
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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));')
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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);')
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else:
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# A little bit redundant, but faster than 12 more multiplications to make it work dynamically
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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));')
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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));')
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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);')
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if input_rotation.is_linked or any(v != 0.0 for v in input_rotation.default_value):
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var_name = c.node_name(node.name) + "_rotation" + state.get_parser_pass_suffix()
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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));")
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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));")
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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);")
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out = f"({out} * {var_name}X * {var_name}Y * {var_name}Z)"
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# XYZ-order euler rotation
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out = f'{out} * {var_name}X * {var_name}Y * {var_name}Z'
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if node.vector_type == 'POINT':
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if input_location.is_linked or any(v != 0.0 for v in input_location.default_value):
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out = f"({out} + {location})"
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out = calc_scale(out) if node.vector_type == 'TEXTURE' else calc_location(out)
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if node.vector_type == 'NORMAL':
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out = f"normalize({out})"
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return out
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@ -152,58 +141,124 @@ def parse_normalmap(node: bpy.types.ShaderNodeNormalMap, out_socket: bpy.types.N
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if state.curshader == state.tese:
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return c.get_vector_input(node, ["Normal"])
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else:
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# TODO:
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# space = node.space
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# map = node.uv_map
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# Color
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c.parse_normal_map_color_input(node.inputs['Color'], node.inputs['Strength'])
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c.parse_normal_map_color_input(node.inputs['Color'], node.inputs['Strength'], space=node.space)
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return 'n'
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def parse_vectortransform(node: bpy.types.ShaderNodeVectorTransform, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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# TODO:
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# vector_type = node.vector_type
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# conv_from = node.convert_from
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# conv_to = node.convert_to
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# Pass through
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return c.get_vector_input(node, ['Vector'])
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vec = c.get_vector_input(node, ['Vector'])
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v_type = node.vector_type
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v_from = node.convert_from
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v_to = node.convert_to
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if v_from == v_to:
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return vec
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shader = state.curshader
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if v_from == 'OBJECT' or v_to == 'OBJECT':
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shader.add_uniform('mat4 W', link='_worldMatrix')
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shader.add_uniform('mat4 IW', link='_inverseWorldMatrix')
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if v_from == 'CAMERA' or v_to == 'CAMERA':
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shader.add_uniform('mat4 V', link='_viewMatrix')
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shader.add_uniform('mat4 IV', link='_inverseViewMatrix')
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w = '1.0' if v_type == 'POINT' else '0.0'
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res = f'vec4({vec}, {w})'
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if v_from == 'OBJECT':
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shader.write('mat4 Wn = W;')
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shader.write('Wn[0] = normalize(Wn[0]);')
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shader.write('Wn[1] = normalize(Wn[1]);')
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shader.write('Wn[2] = normalize(Wn[2]);')
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res = f'(Wn * {res})'
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elif v_from == 'CAMERA':
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res = f'(IV * {res})'
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if v_to == 'OBJECT':
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shader.write('mat4 IWn = IW;')
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shader.write('IWn[0] = normalize(IWn[0]);')
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shader.write('IWn[1] = normalize(IWn[1]);')
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shader.write('IWn[2] = normalize(IWn[2]);')
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res = f'(IWn * {res})'
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elif v_to == 'CAMERA':
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res = f'(V * {res})'
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out = f'({res}).xyz'
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if v_type == 'NORMAL':
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out = f'normalize({out})'
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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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# TODO:
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# space = node.space
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height = c.get_value_input(node, ['Height'])
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midlevel = c.get_value_input(node, ['Midlevel'])
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scale = c.get_value_input(node, ['Scale'])
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nor = c.get_vector_input(node, ['Normal'])
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return f'(vec3({height}) * {scale})'
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if node.inputs['Normal'].is_linked:
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nor = c.get_vector_input(node, ['Normal'])
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else:
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nor = 'wnormal'
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if node.space == 'OBJECT':
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nor = f'(inverse(mat3(W)) * {nor})'
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disp = f'normalize({nor}) * (vec3({height}) - vec3({midlevel})) * {scale}'
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if node.space == 'OBJECT':
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return f'(vec4(W * vec4({disp}, 0.0)).xyz)'
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else:
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return f'({disp})'
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def parse_vector_displacement(node: bpy.types.ShaderNodeVectorDisplacement, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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vector = c.get_vector_input(node, ['Vector'])
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midlevel = c.get_value_input(node, ['Midlevel'])
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scale = c.get_value_input(node, ['Scale'])
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offset = f'(({vector} - vec3({midlevel})) * {scale})'
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if node.space == 'TANGENT':
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t_obj = 'normalize(inverse(mat3(W)) * wtangent)'
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n_obj = 'normalize(inverse(mat3(W)) * wnormal)'
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b_obj = f'normalize(cross({n_obj}, {t_obj}))'
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disp = f'({t_obj} * {offset}.x + {n_obj} * {offset}.y + {b_obj} * {offset}.z)'
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return f'(vec4(W * vec4({disp}, 0.0)).xyz)'
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elif node.space == 'OBJECT':
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return f'(vec4(W * vec4({offset}, 0.0)).xyz)'
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else:
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return offset
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def parse_vectorrotate(node: bpy.types.ShaderNodeVectorRotate, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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type = node.rotation_type
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input_vector: bpy.types.NodeSocket = c.get_vector_input(node, ['Vector'])
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input_center: bpy.types.NodeSocket = c.get_vector_input(node, ['Center'])
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input_axis: bpy.types.NodeSocket = c.get_vector_input(node, ['Axis'])
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input_angle: bpy.types.NodeSocket = c.get_value_input(node, ['Angle'])
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input_rotation: bpy.types.NodeSocket = c.get_vector_input(node, ['Rotation'])
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if node.invert:
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input_invert = "0"
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else:
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input_invert = "1"
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input_vector = c.get_vector_input(node, ['Vector'])
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input_center = c.get_vector_input(node, ['Center'])
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input_axis = c.get_vector_input(node, ['Axis'])
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input_angle = c.get_value_input(node, ['Angle'])
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input_rotation = c.get_vector_input(node, ['Rotation'])
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inv = "-1.0" if node.invert else "1.0"
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state.curshader.add_function(c_functions.str_rotate_around_axis)
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if type == 'AXIS_ANGLE':
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return f'vec3( (length({input_axis}) != 0.0) ? rotate_around_axis({input_vector} - {input_center}, normalize({input_axis}), {input_angle} * {input_invert}) + {input_center} : {input_vector} )'
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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':
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return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(1.0, 0.0, 0.0), {input_angle} * {input_invert}) + {input_center} )'
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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':
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return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(0.0, 1.0, 0.0), {input_angle} * {input_invert}) + {input_center} )'
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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':
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return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(0.0, 0.0, 1.0), {input_angle} * {input_invert}) + {input_center} )'
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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':
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state.curshader.add_function(c_functions.str_euler_to_mat3)
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return f'vec3( mat3(({input_invert} < 0.0) ? transpose(euler_to_mat3({input_rotation})) : euler_to_mat3({input_rotation})) * ({input_vector} - {input_center}) + {input_center})'
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rot_val = f'({input_rotation} * {inv})'
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return f'vec3( euler_to_mat3({rot_val}) * ({input_vector} - {input_center}) + {input_center})'
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return f'(vec3(1.0, 0.0, 0.0))'
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return f'vec3(0.0, 0.0, 0.0)'
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