Repe [T3DU] and Moises Jpelaez updates

This commit is contained in:
2026-05-12 23:54:06 -07:00
parent 6b404f9da6
commit 39091e8db3
147 changed files with 5539 additions and 1750 deletions

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@ -321,29 +321,18 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
'MIX_SHADER',
'ADD_SHADER',
'BSDF_PRINCIPLED',
'PRINCIPLED_BSDF',
'BSDF_DIFFUSE',
'DIFFUSE_BSDF',
'BSDF_GLOSSY',
'GLOSSY_BSDF',
'BSDF_SHEEN',
'SHEEN_BSDF',
'AMBIENT_OCCLUSION',
'BSDF_ANISOTROPIC',
'ANISOTROPIC_BSDF',
'EMISSION',
'BSDF_GLASS',
'GLASS_BSDF',
'BSDF_REFRACTION',
'REFRACTION_BSDF',
'HOLDOUT',
'SUBSURFACE_SCATTERING',
'BSDF_TRANSLUCENT',
'TRANSLUCENT_BSDF',
'BSDF_TRANSPARENT',
'TRANSPARENT_BSDF',
'BSDF_VELVET',
'VELVET_BSDF',
)
state.reset_outs()
@ -377,7 +366,7 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
mat_state.emission_type = mat_state.EmissionType.SHADED
if state.parse_opacity:
state.out_opacity = parse_value_input(node.inputs[1])
state.out_ior = 1.450;
state.out_ior = 1.450
else:
return parse_group(node, socket)
@ -394,6 +383,21 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
return state.get_outs()
# Use an array of socket names for compatibility across Blender versions
def get_vector_input(node: bpy.types.Node, socket_names: Tuple[str, ...]) -> vec3str:
for name in socket_names:
if name in node.inputs:
try:
return parse_vector_input(node.inputs[name])
except Exception:
log.warn(f'Failed to parse input "{name}" on node "{node.name}"')
else:
# FIXME: Fallback to default value if the node isn't found
log.warn(f'Input "{name}" not found on node "{node.name}", returning default None')
return None
def parse_displacement_input(inp):
if inp.is_linked:
l = inp.links[0]
@ -504,6 +508,20 @@ def parse_vector(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str:
return "vec3(0, 0, 0)"
# Use an array of socket names for compatibility across Blender versions
def get_value_input(node: bpy.types.Node, socket_names: Tuple[str, ...]) -> floatstr:
for name in socket_names:
if name in node.inputs:
try:
return parse_value_input(node.inputs[name])
except Exception:
log.warn(f'Failed to parse input "{name}" on node "{node.name}"')
else:
# FIXME: Fallback to default value if the node isn't found
log.warn(f'Input "{name}" not found on node "{node.name}", returning default 1.0')
return '1.0'
def parse_normal_map_color_input(inp, strength_input=None):
frag = state.frag
@ -731,7 +749,7 @@ def store_var_name(node: bpy.types.Node) -> str:
return name + '_store'
def texture_store(node, tex, tex_name, to_linear=False, tex_link=None, default_value=None, is_lnx_mat_param=None):
def texture_store(node, tex, tex_name, to_linear=False, unpremultiply=False, tex_link=None, default_value=None, is_lnx_mat_param=None):
curshader = state.curshader
tex_store = store_var_name(node)
@ -770,6 +788,9 @@ def texture_store(node, tex, tex_name, to_linear=False, tex_link=None, default_v
else:
curshader.write('vec4 {0} = texture({1}, {2}.xy);'.format(tex_store, tex_name, uv_name))
if unpremultiply:
curshader.write('if ({0}.a > 0.0) {0}.rgb /= {0}.a;'.format(tex_store))
if to_linear:
curshader.write('{0}.rgb = pow({0}.rgb, vec3(2.2));'.format(tex_store))

View File

@ -1,9 +1,9 @@
str_tex_proc = """
// <https://www.shadertoy.com/view/4dS3Wd>
// By Morgan McGuire @morgan3d, http://graphicscodex.com
float hash_f(const float n) { return fract(sin(n) * 1e4); }
float hash_f(const vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float hash_f(const vec3 co){ return fract(sin(dot(co.xyz, vec3(12.9898,78.233,52.8265)) * 24.384) * 43758.5453); }
// Hash functions by Dave Hoskins
// <https://www.shadertoy.com/view/4djSRW>
float hash_f(float p) { p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); }
float hash_f(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
float hash_f(vec3 p3) { p3 = fract(p3 * 0.1031); p3 += dot(p3, p3.zyx + 31.32); return fract((p3.x + p3.y) * p3.z); }
float noise(const vec3 x) {
const vec3 step = vec3(110, 241, 171);
@ -418,11 +418,12 @@ float tex_brick_blender_f(vec3 co,
str_tex_wave = """
float tex_wave_f(const vec3 p, const int type, const int profile, const float dist, const float detail, const float detail_scale) {
float tex_wave_f(const vec3 p, const int type, const int profile, const float dist, const float detail, const float detail_scale, const float phase_offset) {
float n;
if(type == 0) n = (p.x + p.y + p.z) * 9.5;
else n = length(p) * 13.0;
if(dist != 0.0) n += dist * fractal_noise(p * detail_scale, detail) * 2.0 - 1.0;
n += phase_offset;
if(profile == 0) { return 0.5 + 0.5 * sin(n - PI); }
else {
n /= 2.0 * PI;

View File

@ -83,37 +83,28 @@ def parse_clamp(node: bpy.types.ShaderNodeClamp, out_socket: bpy.types.NodeSocke
def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
# Alpha (TODO: make ColorRamp calculation vec4-based and split afterwards)
if out_socket == node.outputs[1]:
return '1.0'
input_fac: bpy.types.NodeSocket = node.inputs[0]
alpha_out = out_socket == node.outputs[1]
fac: str = c.parse_value_input(input_fac) if input_fac.is_linked else c.to_vec1(input_fac.default_value)
interp = node.color_ramp.interpolation
elems = node.color_ramp.elements
if len(elems) == 1:
if alpha_out:
return c.to_vec1(elems[0].color[3]) # Return alpha from the color
else:
return c.to_vec3(elems[0].color) # Return RGB
name_prefix = c.node_name(node.name).upper()
if alpha_out:
cols_var = name_prefix + '_ALPHAS'
else:
cols_var = name_prefix + '_COLS'
return c.to_vec3(elems[0].color)
# Write color array
# The last entry is included twice so that the interpolation
# between indices works (no out of bounds error)
cols_var = c.node_name(node.name).upper() + '_COLS'
if state.current_pass == ParserPass.REGULAR:
if alpha_out:
cols_entries = ', '.join(f'{elem.color[3]}' for elem in elems)
# Add last value twice to avoid out of bounds access
cols_entries += f', {elems[len(elems) - 1].color[3]}'
state.curshader.add_const("float", cols_var, cols_entries, array_size=len(elems) + 1)
else:
# Create array of RGB values for color output
cols_entries = ', '.join(f'vec3({elem.color[0]}, {elem.color[1]}, {elem.color[2]})' for elem in elems)
cols_entries += f', vec3({elems[len(elems) - 1].color[0]}, {elems[len(elems) - 1].color[1]}, {elems[len(elems) - 1].color[2]})'
state.curshader.add_const("vec3", cols_var, cols_entries, array_size=len(elems) + 1)
cols_entries = ', '.join(f'vec3({elem.color[0]}, {elem.color[1]}, {elem.color[2]})' for elem in elems)
cols_entries += f', vec3({elems[len(elems) - 1].color[0]}, {elems[len(elems) - 1].color[1]}, {elems[len(elems) - 1].color[2]})'
state.curshader.add_const("vec3", cols_var, cols_entries, array_size=len(elems) + 1)
fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
state.curshader.write(f'float {fac_var} = {fac};')
@ -131,22 +122,22 @@ def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.Nod
# Linear interpolation
else:
# Write factor array - same for both color and alpha
facs_var = name_prefix + '_FACS'
# Write factor array
facs_var = c.node_name(node.name).upper() + '_FACS'
if state.current_pass == ParserPass.REGULAR:
facs_entries = ', '.join(str(elem.position) for elem in elems)
# Add one more entry at the rightmost position to avoid out of bounds access
# Add one more entry at the rightmost position so that the
# interpolation between indices works (no out of bounds error)
facs_entries += ', 1.0'
state.curshader.add_const("float", facs_var, facs_entries, array_size=len(elems) + 1)
# Calculation for interpolation position
# Mix color
prev_stop_fac = f'{facs_var}[{index_var}]'
next_stop_fac = f'{facs_var}[{index_var} + 1]'
prev_stop_col = f'{cols_var}[{index_var}]'
next_stop_col = f'{cols_var}[{index_var} + 1]'
rel_pos = f'({fac_var} - {prev_stop_fac}) * (1.0 / ({next_stop_fac} - {prev_stop_fac}))'
# Use mix function for both alpha and color outputs (mix works on floats too)
return f'mix({prev_stop_col}, {next_stop_col}, max({rel_pos}, 0.0))'
if bpy.app.version > (3, 2, 0):

View File

@ -248,7 +248,7 @@ def parse_objectinfo(node: bpy.types.ShaderNodeObjectInfo, out_socket: bpy.types
def parse_particleinfo(node: bpy.types.ShaderNodeParticleInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
particles_on = lnx.utils.get_rp().lnx_particles == 'On'
particles_on = lnx.utils.get_rp().lnx_particles == 'GPU'
# Index
if out_socket == node.outputs[0]:
@ -310,27 +310,23 @@ def parse_texcoord(node: bpy.types.ShaderNodeTexCoord, out_socket: bpy.types.Nod
return 'vec3(0.0)'
state.con.add_elem('tex', 'short2norm')
state.dxdy_varying_input_value = True
return 'vec3(texCoord.x, 1.0 - texCoord.y, 0.0)'
elif out_socket == node.outputs[3]: # Object
state.dxdy_varying_input_value = True
return 'mposition'
elif out_socket == node.outputs[4]: # Camera
state.curshader.add_uniform('mat4 V', link='_viewMatrix')
if not state.frag.contains('vec3 viewPosition;'):
state.frag.write_init('vec3 viewPosition = (V * vec4(wposition, 1.0)).xyz;')
state.dxdy_varying_input_value = True
return 'viewPosition'
return 'vec3(0.0)' # 'vposition'
elif out_socket == node.outputs[5]: # Window
# TODO: Don't use gl_FragCoord here, it uses different axes on different graphics APIs
state.frag.add_uniform('vec2 screenSize', link='_screenSize')
state.dxdy_varying_input_value = True
return f'vec3(gl_FragCoord.xy / screenSize, 0.0)'
elif out_socket == node.outputs[6]: # Reflection
state.curshader.add_uniform('vec3 eye', link='_cameraPosition')
if not state.frag.contains('vec3 reflectionVector;'):
state.frag.write_init('vec3 reflectionVector = reflect(normalize(wposition - eye), normalize(n));')
state.dxdy_varying_input_value = True
return 'reflectionVector'
if state.context == ParserContext.WORLD:
state.dxdy_varying_input_value = True
return 'n'
return 'vec3(0.0)'
def parse_uvmap(node: bpy.types.ShaderNodeUVMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:

View File

@ -85,6 +85,8 @@ def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket,
state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
state.out_ior = '({0} * 0.5 + {1} * 0.5)'.format(ior1, ior2)
# TODO: Refactor using c.get_*_input()
if bpy.app.version < (2, 92, 0):
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
@ -224,12 +226,6 @@ if bpy.app.version < (4, 1, 0):
c.write_normal(node.inputs[2])
state.out_basecol = c.parse_vector_input(node.inputs[0])
state.out_roughness = c.parse_value_input(node.inputs[1])
# Prevent black material when metal = 1.0 and roughness = 0.0
try:
if float(state.out_roughness) < 0.00101:
state.out_roughness = '0.001'
except ValueError:
pass
state.out_metallic = '1.0'
else:
def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
@ -237,12 +233,6 @@ else:
c.write_normal(node.inputs[4])
state.out_basecol = c.parse_vector_input(node.inputs[0])
state.out_roughness = c.parse_value_input(node.inputs[1])
# Prevent black material when metal = 1.0 and roughness = 0.0
try:
if float(state.out_roughness) < 0.00101:
state.out_roughness = '0.001'
except ValueError:
pass
state.out_metallic = '1.0'

View File

@ -28,12 +28,11 @@ if lnx.is_reload(__name__):
else:
lnx.enable_reload(__name__)
def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_brick_blender)
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
@ -42,23 +41,23 @@ def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.No
squash_amount = node.squash
squash_frequency = node.squash_frequency
col1 = c.parse_vector_input(node.inputs[1])
col2 = c.parse_vector_input(node.inputs[2])
col3 = c.parse_vector_input(node.inputs[3])
scale = c.parse_value_input(node.inputs[4])
mortar_size = c.parse_value_input(node.inputs[5])
mortar_smooth = c.parse_value_input(node.inputs[6])
bias = c.parse_value_input(node.inputs[7])
brick_width = c.parse_value_input(node.inputs[8])
row_height = c.parse_value_input(node.inputs[9])
#res = f'tex_brick({co} * {scale}, {col1}, {col2}, {col3})'
col1 = c.get_vector_input(node, ['Color1'])
col2 = c.get_vector_input(node, ['Color2'])
mortar = c.get_vector_input(node, ['Mortar'])
scale = c.get_value_input(node, ['Scale'])
mortar_size = c.get_value_input(node, ['Mortar Size'])
mortar_smooth = c.get_value_input(node, ['Mortar Smooth'])
bias = c.get_value_input(node, ['Bias'])
brick_width = c.get_value_input(node, ['Brick Width'])
row_height = c.get_value_input(node, ['Row Height'])
#res = f'tex_brick({co} * {scale}, {col1}, {col2}, {mortar})'
# Color
if out_socket == node.outputs[0]:
res = f'tex_brick_blender({co}, {col1}, {col2}, {col3}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})'
if out_socket == node.outputs['Color']:
res = f'tex_brick_blender({co}, {col1}, {col2}, {mortar}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})'
# Fac
else:
res = f'tex_brick_blender_f({co}, {col1}, {col2}, {col3}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})'
res = f'tex_brick_blender_f({co}, {col1}, {col2}, {mortar}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})'
return res
@ -66,28 +65,28 @@ def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.No
def parse_tex_checker(node: bpy.types.ShaderNodeTexChecker, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_checker)
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
scale = c.get_value_input(node, ['Scale'])
# Color
if out_socket == node.outputs[0]:
col1 = c.parse_vector_input(node.inputs[1])
col2 = c.parse_vector_input(node.inputs[2])
scale = c.parse_value_input(node.inputs[3])
if out_socket == node.outputs['Color']:
col1 = c.get_vector_input(node, ['Color1'])
col2 = c.get_vector_input(node, ['Color2'])
res = f'tex_checker({co}, {col1}, {col2}, {scale})'
# Fac
else:
scale = c.parse_value_input(node.inputs[3])
res = 'tex_checker_f({0}, {1})'.format(co, scale)
return res
def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
@ -108,7 +107,7 @@ def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.ty
f = f'max(1.0 - sqrt({co}.x * {co}.x + {co}.y * {co}.y + {co}.z * {co}.z), 0.0)'
# Color
if out_socket == node.outputs[0]:
if out_socket == node.outputs['Color']:
res = f'vec3(clamp({f}, 0.0, 1.0))'
# Fac
else:
@ -119,7 +118,7 @@ def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.ty
def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
# Color or Alpha output
use_color_out = out_socket == node.outputs[0]
use_color_out = out_socket == node.outputs['Color']
if state.context == ParserContext.OBJECT:
tex_store = c.store_var_name(node)
@ -147,11 +146,12 @@ def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.No
state.curshader.write_textures += 1
if node.lnx_material_param and tex['file'] is not None:
tex_default_file = tex['file']
unpremultiply = node.image is not None and node.image.alpha_mode != 'CHANNEL_PACKED'
if use_color_out:
to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB'
res = f'{c.texture_store(node, tex, tex_name, to_linear, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.rgb'
res = f'{c.texture_store(node, tex, tex_name, to_linear, unpremultiply, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.rgb'
else:
res = f'{c.texture_store(node, tex, tex_name, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.a'
res = f'{c.texture_store(node, tex, tex_name, unpremultiply, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.a'
state.curshader.write_textures -= 1
return res
@ -162,8 +162,8 @@ def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.No
'file': ''
}
if use_color_out:
return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param))
return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param))
return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, unpremultiply=False, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param))
return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, unpremultiply=False, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param))
# Pink color for missing texture
else:
@ -240,15 +240,15 @@ def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.No
def parse_tex_magic(node: bpy.types.ShaderNodeTexMagic, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_magic)
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
scale = c.parse_value_input(node.inputs[1])
scale = c.get_value_input(node, ['Scale'])
# Color
if out_socket == node.outputs[0]:
if out_socket == node.outputs['Color']:
res = f'tex_magic({co} * {scale} * 4.0)'
# Fac
else:
@ -260,17 +260,17 @@ if bpy.app.version < (4, 1, 0):
def parse_tex_musgrave(node: bpy.types.ShaderNodeTexMusgrave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_musgrave)
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
scale = c.parse_value_input(node.inputs['Scale'])
detail = c.parse_value_input(node.inputs[3])
distortion = c.parse_value_input(node.inputs[4])
res = f'tex_musgrave_f({co} * {scale} * 0.5, {detail}, {distortion})'
scale = c.get_value_input(node, ['Scale'])
detail = c.get_value_input(node, ['Detail'])
dimension = c.get_value_input(node, ['Dimension'])
res = f'tex_musgrave_f({co} * {scale} * 0.5, {detail}, {dimension})' # FIXME: a `distortion` is applied instead of a `dimension`
return res
@ -280,28 +280,30 @@ def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.No
c.assets_add(os.path.join(lnx.utils.get_sdk_path(), 'leenkx', 'Assets', 'noise256.png'))
c.assets_add_embedded_data('noise256.png')
state.curshader.add_uniform('sampler2D snoise256', link='$noise256.png')
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
scale = c.parse_value_input(node.inputs[2])
detail = c.parse_value_input(node.inputs[3])
roughness = c.parse_value_input(node.inputs[4])
distortion = c.parse_value_input(node.inputs[5])
scale = c.get_value_input(node, ['Scale'])
detail = c.get_value_input(node, ['Detail'])
roughness = c.get_value_input(node, ['Roughness'])
distortion = c.get_value_input(node, ['Distortion'])
if bpy.app.version >= (4, 1, 0):
if node.noise_type == "FBM":
state.curshader.add_function(c_functions.str_tex_musgrave)
if out_socket == node.outputs[1]:
if out_socket == node.outputs['Color']:
res = 'vec3(tex_musgrave_f({0} * {1}, {2}, {3}), tex_musgrave_f({0} * {1} + 120.0, {2}, {3}), tex_musgrave_f({0} * {1} + 168.0, {2}, {3}))'.format(co, scale, detail, distortion)
else:
res = f'tex_musgrave_f({co} * {scale} * 1.0, {detail}, {distortion})'
else:
if out_socket == node.outputs[1]:
if out_socket == node.outputs['Color']:
res = 'vec3(tex_noise({0} * {1},{2},{3}), tex_noise({0} * {1} + 120.0,{2},{3}), tex_noise({0} * {1} + 168.0,{2},{3}))'.format(co, scale, detail, distortion)
else:
res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
if node.normalize:
res = f'(1.0 - ({res}))'
else:
if out_socket == node.outputs[1]:
if out_socket == node.outputs['Color']:
res = 'vec3(tex_noise({0} * {1},{2},{3}), tex_noise({0} * {1} + 120.0,{2},{3}), tex_noise({0} * {1} + 168.0,{2},{3}))'.format(co, scale, detail, distortion)
else:
res = 'tex_noise({0} * {1},{2},{3})'.format(co, scale, detail, distortion)
@ -311,7 +313,7 @@ if bpy.app.version < (5, 0, 0):
def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
# Pass through
# Color
if out_socket == node.outputs[0]:
if out_socket == node.outputs['Color']:
return c.to_vec3([0.0, 0.0, 0.0])
# Density
else:
@ -546,21 +548,24 @@ def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.type
m = 2
elif node.distance == 'MINKOWSKI':
m = 3
# TODO: Add node.distance == 'MANHATHAN'
# Add node.feature
# Add node.voronoi_dimensions
c.write_procedurals()
state.curshader.add_function(c_functions.str_tex_voronoi)
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
scale = c.parse_value_input(node.inputs[2])
exp = c.parse_value_input(node.inputs[4])
randomness = c.parse_value_input(node.inputs[5])
scale = c.get_value_input(node, ['Scale'])
exp = c.get_value_input(node, ['Exponent'])
randomness = c.get_value_input(node, ['Randomness'])
# Color or Position
if out_socket == node.outputs[1] or out_socket == node.outputs[2]:
if out_socket == node.outputs['Color'] or out_socket == node.outputs['Position']:
res = 'tex_voronoi({0}, {1}, {2}, {3}, {4}, {5})'.format(co, randomness, m, outp, scale, exp)
# Distance
else:
@ -572,14 +577,16 @@ def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.type
def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
c.write_procedurals()
state.curshader.add_function(c_functions.str_tex_wave)
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
else:
co = 'bposition'
scale = c.parse_value_input(node.inputs[1])
distortion = c.parse_value_input(node.inputs[2])
detail = c.parse_value_input(node.inputs[3])
detail_scale = c.parse_value_input(node.inputs[4])
scale = c.get_value_input(node, ['Scale'])
distortion = c.get_value_input(node, ['Distortion'])
detail = c.get_value_input(node, ['Detail'])
detail_scale = c.get_value_input(node, ['Detail Scale'])
phase_offset = c.get_value_input(node, ['Phase Offset'])
if node.wave_profile == 'SIN':
wave_profile = 0
else:
@ -590,10 +597,10 @@ def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.Node
wave_type = 1
# Color
if out_socket == node.outputs[0]:
res = 'vec3(tex_wave_f({0} * {1},{2},{3},{4},{5},{6}))'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
if out_socket == node.outputs['Color']:
res = 'vec3(tex_wave_f({0} * {1},{2},{3},{4},{5},{6},{7}))'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale, phase_offset)
# Fac
else:
res = 'tex_wave_f({0} * {1},{2},{3},{4},{5},{6})'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale)
res = 'tex_wave_f({0} * {1},{2},{3},{4},{5},{6},{7})'.format(co, scale, wave_type, wave_profile, distortion, detail, detail_scale, phase_offset)
return res

View File

@ -25,8 +25,8 @@ else:
def parse_curvevec(node: bpy.types.ShaderNodeVectorCurve, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
fac = c.parse_value_input(node.inputs[0])
vec = c.parse_vector_input(node.inputs[1])
fac = c.get_value_input(node, ['Fac'])
vec = c.get_vector_input(node, ['Vector'])
curves = node.mapping.curves
name = c.node_name(node.name)
# mapping.curves[0].points[0].handle_type # bezier curve
@ -42,19 +42,17 @@ def parse_bump(node: bpy.types.ShaderNodeBump, out_socket: bpy.types.NodeSocket,
return 'vec3(0.0)'
# Interpolation strength
strength = c.parse_value_input(node.inputs[0])
# Height multiplier
# distance = c.parse_value_input(node.inputs[1])
height = c.parse_value_input(node.inputs[2])
strength = c.get_value_input(node, ['Strength'])
# distance = c.get_value_input(node, ['Distance'])
height = c.get_value_input(node, ['Height'])
# normal = c.get_vector_input(node, ['Normal'])
state.current_pass = ParserPass.DX_SCREEN_SPACE
height_dx = c.parse_value_input(node.inputs[2])
height_dx = c.get_value_input(node, ['Height'])
state.current_pass = ParserPass.DY_SCREEN_SPACE
height_dy = c.parse_value_input(node.inputs[2])
height_dy = c.get_value_input(node, ['Height'])
state.current_pass = ParserPass.REGULAR
# nor = c.parse_vector_input(node.inputs[3])
if height_dx != height or height_dy != height:
tangent = f'{c.dfdx_fine("wposition")} + n * ({height_dx} - {height})'
bitangent = f'{c.dfdy_fine("wposition")} + n * ({height_dy} - {height})'
@ -79,11 +77,12 @@ def parse_bump(node: bpy.types.ShaderNodeBump, out_socket: bpy.types.NodeSocket,
def parse_mapping(node: bpy.types.ShaderNodeMapping, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
# TODO: Add support for "Normal" type
# Only "Point", "Texture" and "Vector" types supported for now..
# More information about the order of operations for this node:
# https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/mapping.html#properties
input_vector: bpy.types.NodeSocket = node.inputs[0]
input_vector: bpy.types.NodeSocket = node.inputs['Vector']
input_location: bpy.types.NodeSocket = node.inputs['Location']
input_rotation: bpy.types.NodeSocket = node.inputs['Rotation']
input_scale: bpy.types.NodeSocket = node.inputs['Scale']
@ -145,44 +144,48 @@ def parse_normal(node: bpy.types.ShaderNodeNormal, out_socket: bpy.types.NodeSoc
return nor1
elif out_socket == node.outputs['Dot']:
nor2 = c.parse_vector_input(node.inputs["Normal"])
nor2 = c.get_vector_input(node, ["Normal"])
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:
return c.parse_vector_input(node.inputs[1])
return c.get_vector_input(node, ["Normal"])
else:
# TODO:
# space = node.space
# map = node.uv_map
# Color
c.parse_normal_map_color_input(node.inputs[1], node.inputs[0])
c.parse_normal_map_color_input(node.inputs['Color'], node.inputs['Strength'])
return 'n'
def parse_vectortransform(node: bpy.types.ShaderNodeVectorTransform, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
# type = node.vector_type
# TODO:
# vector_type = node.vector_type
# conv_from = node.convert_from
# conv_to = node.convert_to
# Pass through
return c.parse_vector_input(node.inputs[0])
return c.get_vector_input(node, ['Vector'])
def parse_displacement(node: bpy.types.ShaderNodeDisplacement, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
height = c.parse_value_input(node.inputs[0])
midlevel = c.parse_value_input(node.inputs[1])
scale = c.parse_value_input(node.inputs[2])
nor = c.parse_vector_input(node.inputs[3])
# TODO:
# space = node.space
height = c.get_value_input(node, ['Height'])
midlevel = c.get_value_input(node, ['Midlevel'])
scale = c.get_value_input(node, ['Scale'])
nor = c.get_vector_input(node, ['Normal'])
return f'(vec3({height}) * {scale})'
def parse_vectorrotate(node: bpy.types.ShaderNodeVectorRotate, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
type = node.rotation_type
input_vector: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[0])
input_center: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[1])
input_axis: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[2])
input_angle: bpy.types.NodeSocket = c.parse_value_input(node.inputs[3])
input_rotation: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[4])
input_vector: bpy.types.NodeSocket = c.get_vector_input(node, ['Vector'])
input_center: bpy.types.NodeSocket = c.get_vector_input(node, ['Center'])
input_axis: bpy.types.NodeSocket = c.get_vector_input(node, ['Axis'])
input_angle: bpy.types.NodeSocket = c.get_value_input(node, ['Angle'])
input_rotation: bpy.types.NodeSocket = c.get_vector_input(node, ['Rotation'])
if node.invert:
input_invert = "0"

View File

@ -1,100 +1,212 @@
from typing import Optional
import lnx.material.cycles as cycles
import lnx.material.mat_state as mat_state
import lnx.material.make_skin as make_skin
import lnx.material.make_particle as make_particle
import lnx.material.make_inst as make_inst
import lnx.material.make_tess as make_tess
import lnx.material.make_morph_target as make_morph_target
from lnx.material.shader import Shader, ShaderContext
import lnx.utils
if lnx.is_reload(__name__):
cycles = lnx.reload_module(cycles)
mat_state = lnx.reload_module(mat_state)
make_skin = lnx.reload_module(make_skin)
make_particle = lnx.reload_module(make_particle)
make_inst = lnx.reload_module(make_inst)
make_tess = lnx.reload_module(make_tess)
make_morph_target = lnx.reload_module(make_morph_target)
lnx.material.shader = lnx.reload_module(lnx.material.shader)
from lnx.material.shader import Shader, ShaderContext
lnx.utils = lnx.reload_module(lnx.utils)
else:
lnx.enable_reload(__name__)
def write_vertpos(vert):
billboard = mat_state.material.lnx_billboard
particle = mat_state.material.lnx_particle_flag
# Particles
if particle:
if lnx.utils.get_rp().lnx_particles == 'On':
if lnx.utils.get_rp().lnx_particles == 'GPU':
make_particle.write(vert, particle_info=cycles.particle_info)
# Billboards
if billboard == 'spherical':
vert.add_uniform('mat4 WV', '_worldViewMatrix')
vert.add_uniform('mat4 P', '_projectionMatrix')
vert.write('gl_Position = P * (WV * vec4(0.0, 0.0, spos.z, 1.0) + vec4(spos.x, spos.y, 0.0, 0.0));')
else:
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
vert.write('gl_Position = WVP * spos;')
else:
# Billboards
if billboard == 'spherical':
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixSphere')
elif billboard == 'cylindrical':
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixCylinder')
else: # off
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
vert.write('gl_Position = WVP * spos;')
def write_norpos(con_mesh: ShaderContext, vert: Shader, declare=False, write_nor=True):
is_bone = con_mesh.is_elem('bone')
is_morph = con_mesh.is_elem('morph')
if is_morph:
make_morph_target.morph_pos(vert)
if is_bone:
make_skin.skin_pos(vert)
if write_nor:
prep = 'vec3 ' if declare else ''
if is_morph:
make_morph_target.morph_nor(vert, is_bone, prep)
if is_bone:
make_skin.skin_nor(vert, is_morph, prep)
if not is_morph and not is_bone:
vert.write_attrib(prep + 'wnormal = normalize(N * vec3(nor.xy, pos.w));')
if con_mesh.is_elem('ipos'):
make_inst.inst_pos(con_mesh, vert)
def write_tex_coords(con_mesh: ShaderContext, vert: Shader, frag: Shader, tese: Optional[Shader]):
rpdat = lnx.utils.get_rp()
if con_mesh.is_elem('tex'):
vert.add_out('vec2 texCoord')
vert.add_uniform('float texUnpack', link='_texUnpack')
if mat_state.material.lnx_tilesheet_flag:
if mat_state.material.lnx_particle_flag and rpdat.lnx_particles == 'On':
make_particle.write_tilesheet(vert)
else:
vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
vert.write_attrib('texCoord = tex * texUnpack + tilesheetOffset;')
vert.add_uniform('vec2 tilesheetFlip', '_tilesheetFlip')
vert.add_uniform('vec2 tilesheetTiles', '_tilesheetTiles')
vert.write_attrib('vec2 tileSize = vec2(1.0 / tilesheetTiles.x, 1.0 / tilesheetTiles.y);')
vert.write_attrib('vec2 tileUV = tex * texUnpack;')
vert.write_attrib('tileUV.x = mix(tileUV.x, tileSize.x - tileUV.x, tilesheetFlip.x);')
vert.write_attrib('tileUV.y = mix(tileUV.y, tileSize.y - tileUV.y, tilesheetFlip.y);')
vert.write_attrib('texCoord = tileUV + tilesheetOffset;')
else:
vert.write_attrib('texCoord = tex * texUnpack;')
if tese is not None:
tese.write_pre = True
make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord'))
tese.write_pre = False
if con_mesh.is_elem('tex1'):
vert.add_out('vec2 texCoord1')
vert.add_uniform('float texUnpack', link='_texUnpack')
vert.write_attrib('texCoord1 = tex1 * texUnpack;')
if tese is not None:
tese.write_pre = True
make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1'))
tese.write_pre = False

View File

@ -112,7 +112,7 @@ def make(context_id, rpasses, shadowmap=False, shadowmap_transparent=False):
make_inst.inst_pos(con_depth, vert)
rpdat = lnx.utils.get_rp()
if mat_state.material.lnx_particle_flag and rpdat.lnx_particles == 'On':
if mat_state.material.lnx_particle_flag and rpdat.lnx_particles == 'GPU':
make_particle.write(vert, shadowmap=shadowmap)
if is_disp:

View File

@ -58,6 +58,7 @@ def make(context_id, rpasses):
con['alpha_blend_destination'] = mat.lnx_blending_destination_alpha
con['alpha_blend_operation'] = mat.lnx_blending_operation_alpha
con['depth_write'] = False
con['compare_mode'] = mat.lnx_compare_mode
elif particle:
pass
# Depth prepass was performed, exclude mat with depth read that
@ -500,7 +501,13 @@ def make_forward_solid(con_mesh):
vert.add_uniform('float texUnpack', link='_texUnpack')
if mat_state.material.lnx_tilesheet_flag:
vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
vert.write('texCoord = tex * texUnpack + tilesheetOffset;')
vert.add_uniform('vec2 tilesheetFlip', '_tilesheetFlip')
vert.add_uniform('vec2 tilesheetTiles', '_tilesheetTiles')
vert.write('vec2 tileSize = vec2(1.0 / tilesheetTiles.x, 1.0 / tilesheetTiles.y);')
vert.write('vec2 tileUV = tex * texUnpack;')
vert.write('tileUV.x = mix(tileUV.x, tileSize.x - tileUV.x, tilesheetFlip.x);')
vert.write('tileUV.y = mix(tileUV.y, tileSize.y - tileUV.y, tilesheetFlip.y);')
vert.write('texCoord = tileUV + tilesheetOffset;')
else:
vert.write('texCoord = tex * texUnpack;')
@ -571,7 +578,7 @@ def make_forward(con_mesh):
frag.write('fragColor[0].rgb = tonemapFilmic(fragColor[0].rgb);')
# Particle opacity
if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade:
if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'GPU' and mat_state.material.lnx_particle_fade:
frag.write('fragColor[0].rgb *= p_fade;')
@ -695,10 +702,10 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
if '_Brdf' in wrd.world_defs:
frag.write('envl.rgb *= 1.0 - F;')
if '_Rad' in wrd.world_defs:
frag.write('envl += prefilteredColor * F;')
frag.write('envl += prefilteredColor * F * 1.5;')
elif '_EnvCol' in wrd.world_defs:
frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
frag.write('envl += backgroundCol * F;')
frag.write('envl += backgroundCol * F * 1.5;')
frag.add_uniform('float envmapStrength', link='_envmapStrength')
frag.write('envl *= envmapStrength * occlusion;')

View File

@ -43,7 +43,7 @@ def write(vert, particle_info=None, shadowmap=False):
for tex_slot in psettings.texture_slots:
if not tex_slot: break
if not tex_slot.use_map_size: break # TODO: check also for other influences
if tex_slot.texture and tex_slot.texture.use_color_ramp:
if tex_slot.texture.use_color_ramp:
if tex_slot.texture.color_ramp and tex_slot.texture.color_ramp.elements:
ramp_el_len = len(tex_slot.texture.color_ramp.elements.items())
for element in tex_slot.texture.color_ramp.elements:
@ -250,7 +250,7 @@ def write(vert, particle_info=None, shadowmap=False):
vert.write('wnormal = normalize(rotate_around(wnormal, r_angle));')
# Particle fade
if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade:
if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'GPU' and mat_state.material.lnx_particle_fade:
vert.add_out('float p_fade')
vert.write('p_fade = sin(min((p_age / 2) * 3.141592, 3.141592));')

View File

@ -93,7 +93,7 @@ def make_gi(context_id):
# Voxelized particles
particle = mat_state.material.lnx_particle_flag
if particle and rpdat.lnx_particles == 'On':
if particle and rpdat.lnx_particles == 'GPU':
# make_particle.write(vert, particle_info=cycles.particle_info)
frag.write_pre = True
frag.write('const float p_index = 0;')

View File

@ -59,6 +59,7 @@ def get_signature(mat, object: bpy.types.Object):
sign += mat.lnx_billboard
sign += '_skin' if lnx.utils.export_bone_data(object) else '0'
sign += '_morph' if lnx.utils.export_morph_targets(object) else '0'
# sign += '_tilesheet' if mat.lnx_tilesheet_flag else '0'
return sign
def traverse_tree2(node, ar):

View File

@ -1,3 +1,4 @@
import bpy
import lnx.utils
if lnx.is_reload(__name__):
@ -286,7 +287,8 @@ class Shader:
ar[0] = 'floats'
ar[1] = ar[1].split('[', 1)[0]
elif ar[0] == 'mat4' and '[' in ar[1]:
ar[0] = 'floats'
if not (ar[1].startswith('LWVPSpot') and not '_Clusters' in bpy.data.worlds['Lnx'].world_defs): #HACK: do not convert mat4 to floats when using single spot lights
ar[0] = 'floats'
ar[1] = ar[1].split('[', 1)[0]
self.context.add_constant(ar[0], ar[1], link=link, default_value=default_value, is_lnx_mat_param=is_lnx_mat_param)
if top: