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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@ -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):

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@ -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:

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@ -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"