merge upstream

This commit is contained in:
2025-05-30 19:10:59 +00:00
41 changed files with 1542 additions and 78 deletions

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@ -191,7 +191,7 @@ def apply_materials(load_atlas=0):
mainNode = outputNode.inputs[0].links[0].from_node.inputs[0].links[0].from_node
if (mainNode.type == "ShaderNodeMixRGB"):
if (mainNode.type == "ShaderNodeMix"):
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Mix RGB shader found")
@ -199,9 +199,11 @@ def apply_materials(load_atlas=0):
#Add all nodes first
#Add lightmap multipliction texture
mixNode = node_tree.nodes.new(type="ShaderNodeMixRGB")
mixNode = node_tree.nodes.new(type="ShaderNodeMix")
mixNode.name = "Lightmap_Multiplication"
mixNode.location = -800, 300
mixNode.data_type = 'RGBA'
mixNode.inputs[0].default_value = 1
if scene.TLM_EngineProperties.tlm_lighting_mode == "indirect" or scene.TLM_EngineProperties.tlm_lighting_mode == "indirectAO":
mixNode.blend_type = 'MULTIPLY'
else:
@ -312,8 +314,8 @@ def apply_materials(load_atlas=0):
else:
mat.node_tree.links.new(lightmapNode.outputs[1], DecodeNode.inputs[1]) #Connect lightmap node to decodenode
mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[1]) #Connect decode node to mixnode
mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[1]) #Connect exposure node to mixnode
mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[6]) #Connect decode node to mixnode
mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[6]) #Connect exposure node to mixnode
else:
@ -323,10 +325,10 @@ def apply_materials(load_atlas=0):
else:
mat.node_tree.links.new(lightmapNode.outputs[1], DecodeNode.inputs[1]) #Connect lightmap node to decodenode
mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[1]) #Connect lightmap node to mixnode
mat.node_tree.links.new(DecodeNode.outputs[0], mixNode.inputs[6]) #Connect lightmap node to mixnode
mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[2]) #Connect basecolor to pbr node
mat.node_tree.links.new(mixNode.outputs[0], mainNode.inputs[0]) #Connect mixnode to pbr node
mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[7]) #Connect basecolor to pbr node
mat.node_tree.links.new(mixNode.outputs[2], mainNode.inputs[0]) #Connect mixnode to pbr node
if not scene.TLM_EngineProperties.tlm_target == "vertex":
mat.node_tree.links.new(UVLightmap.outputs[0], lightmapNode.inputs[0]) #Connect uvnode to lightmapnode
@ -338,11 +340,11 @@ def apply_materials(load_atlas=0):
if(scene.TLM_EngineProperties.tlm_exposure_multiplier > 0):
mat.node_tree.links.new(lightmapNode.outputs[0], ExposureNode.inputs[0]) #Connect lightmap node to mixnode
mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[1]) #Connect lightmap node to mixnode
mat.node_tree.links.new(ExposureNode.outputs[0], mixNode.inputs[6]) #Connect lightmap node to mixnode
else:
mat.node_tree.links.new(lightmapNode.outputs[0], mixNode.inputs[1]) #Connect lightmap node to mixnode
mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[2]) #Connect basecolor to pbr node
mat.node_tree.links.new(mixNode.outputs[0], mainNode.inputs[0]) #Connect mixnode to pbr node
mat.node_tree.links.new(lightmapNode.outputs[0], mixNode.inputs[6]) #Connect lightmap node to mixnode
mat.node_tree.links.new(baseColorNode.outputs[0], mixNode.inputs[7]) #Connect basecolor to pbr node
mat.node_tree.links.new(mixNode.outputs[0], mainNode.inputs[2]) #Connect mixnode to pbr node
if not scene.TLM_EngineProperties.tlm_target == "vertex":
mat.node_tree.links.new(UVLightmap.outputs[0], lightmapNode.inputs[0]) #Connect uvnode to lightmapnode
@ -491,8 +493,9 @@ def applyAOPass():
AOMap.image = AOImage
AOMap.location = -800, 0
AOMult = nodes.new(type="ShaderNodeMixRGB")
AOMult = nodes.new(type="ShaderNodeMix")
AOMult.name = "TLM_AOMult"
AOMult.data_type = 'RGBA'
AOMult.blend_type = 'MULTIPLY'
AOMult.inputs[0].default_value = 1.0
AOMult.location = -300, 300

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@ -518,7 +518,7 @@ def configure_meshes(self):
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("The material group is not supported!")
if (mainNode.type == "ShaderNodeMixRGB"):
if (mainNode.type == "ShaderNodeMix"):
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Mix shader found")
@ -811,7 +811,7 @@ def set_settings():
print(bpy.app.version)
if bpy.app.version[0] == 3:
if bpy.app.version[0] == 3 or byp.app.version[0] == 4:
if cycles.device == "GPU":
scene.cycles.tile_size = 256
else:

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@ -28,7 +28,11 @@ class ViewportDraw:
w = 400
h = 200
self.shader = gpu.shader.from_builtin('2D_IMAGE')
if bpy.app.version[0] == 3:
self.shader = gpu.shader.from_builtin('2D_IMAGE')
else:
self.shader = gpu.shader.from_builtin('IMAGE')
self.batch = batch_for_shader(
self.shader, 'TRI_FAN',
{

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@ -34,7 +34,7 @@ class Shader_Node_Types:
normal = "ShaderNodeNormalMap"
ao = "ShaderNodeAmbientOcclusion"
uv = "ShaderNodeUVMap"
mix = "ShaderNodeMixRGB"
mix = "ShaderNodeMix"
def select_object(self,obj):
C = bpy.context

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@ -47,7 +47,8 @@ def init_categories():
lnx_nodes.add_category('Navmesh', icon='UV_VERTEXSEL', section="motion")
lnx_nodes.add_category('Transform', icon='TRANSFORM_ORIGINS', section="motion")
lnx_nodes.add_category('Physics', icon='PHYSICS', section="motion")
lnx_nodes.add_category('Particle', icon='PARTICLE_DATA', section="motion")
lnx_nodes.add_category('Array', icon='MOD_ARRAY', section="values")
lnx_nodes.add_category('Map', icon='SHORTDISPLAY', section="values")
lnx_nodes.add_category('Database', icon='MESH_CYLINDER', section="values")

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@ -11,14 +11,15 @@ class DrawCameraTextureNode(LnxLogicTreeNode):
@input Object: Object of which to choose the material in the `Material Slot` input.
@input Material Slot: Index of the material slot of which the diffuse
texture is replaced with the camera's render target.
@input Node: Node name of the Image Texture Node.
@output On Start: Activated after the `Start` input has been activated.
@output On Stop: Activated after the `Stop` input has been activated.
"""
bl_idname = 'LNDrawCameraTextureNode'
bl_label = 'Draw Camera to Texture'
lnx_section = 'draw'
lnx_version = 1
lnx_version = 2
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'Start')
@ -26,6 +27,13 @@ class DrawCameraTextureNode(LnxLogicTreeNode):
self.add_input('LnxNodeSocketObject', 'Camera')
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxIntSocket', 'Material Slot')
self.add_input('LnxStringSocket', 'Node')
self.add_output('LnxNodeSocketAction', 'On Start')
self.add_output('LnxNodeSocketAction', 'On Stop')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in (0, 1):
raise LookupError()
return NodeReplacement.Identity(self)

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@ -0,0 +1,44 @@
from lnx.logicnode.lnx_nodes import *
class DrawSubImageNode(LnxLogicTreeNode):
"""Draws an image.
@input Draw: Activate to draw the image on this frame. The input must
be (indirectly) called from an `On Render2D` node.
@input Image: The filename of the image.
@input Color: The color that the image's pixels are multiplied with.
@input Left/Center/Right: Horizontal anchor point of the image.
0 = Left, 1 = Center, 2 = Right
@input Top/Middle/Bottom: Vertical anchor point of the image.
0 = Top, 1 = Middle, 2 = Bottom
@input X/Y: Position of the anchor point in pixels.
@input Width/Height: Size of the sub image in pixels.
@input sX/Y: Position of the sub anchor point in pixels.
@input sWidth/Height: Size of the image in pixels.
@input Angle: Rotation angle in radians. Image will be rotated cloclwiswe
at the anchor point.
@output Out: Activated after the image has been drawn.
@see [`kha.graphics2.Graphics.drawImage()`](http://kha.tech/api/kha/graphics2/Graphics.html#drawImage).
"""
bl_idname = 'LNDrawSubImageNode'
bl_label = 'Draw Sub Image'
lnx_section = 'draw'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'Draw')
self.add_input('LnxStringSocket', 'Image File')
self.add_input('LnxColorSocket', 'Color', default_value=[1.0, 1.0, 1.0, 1.0])
self.add_input('LnxIntSocket', '0/1/2 = Left/Center/Right', default_value=0)
self.add_input('LnxIntSocket', '0/1/2 = Top/Middle/Bottom', default_value=0)
self.add_input('LnxFloatSocket', 'X')
self.add_input('LnxFloatSocket', 'Y')
self.add_input('LnxFloatSocket', 'Width')
self.add_input('LnxFloatSocket', 'Height')
self.add_input('LnxFloatSocket', 'sX')
self.add_input('LnxFloatSocket', 'sY')
self.add_input('LnxFloatSocket', 'sWidth')
self.add_input('LnxFloatSocket', 'sHeight')
self.add_input('LnxFloatSocket', 'Angle')
self.add_output('LnxNodeSocketAction', 'Out')

View File

@ -5,8 +5,6 @@ class WriteFileNode(LnxLogicTreeNode):
"""Writes the given string content to the given file. If the file
already exists, the existing content of the file is overwritten.
> **This node is currently only implemented on Krom**
@input File: the name of the file, relative to `Krom.getFilesLocation()`
@input Content: the content to write to the file.

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@ -0,0 +1,34 @@
from lnx.logicnode.lnx_nodes import *
class WriteImageNode(LnxLogicTreeNode):
"""Writes the given image to the given file. If the image
already exists, the existing content of the image is overwritten.
Aspect ratio must match display resolution ratio.
@input Image File: the name of the image, relative to `Krom.getFilesLocation()`
@input Camera: the render target image of the camera to write to the image file.
@input Width: width of the image file.
@input Height: heigth of the image file.
@input sX: sub position of first x pixel of the sub image (0 for start).
@input sY: sub position of first y pixel of the sub image (0 for start).
@input sWidth: width of the sub image.
@input sHeight: height of the sub image.
@seeNode Read File
"""
bl_idname = 'LNWriteImageNode'
bl_label = 'Write Image'
lnx_section = 'file'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxStringSocket', 'Image File')
self.add_input('LnxNodeSocketObject', 'Camera')
self.add_input('LnxIntSocket', 'Width')
self.add_input('LnxIntSocket', 'Height')
self.add_input('LnxIntSocket', 'sX')
self.add_input('LnxIntSocket', 'sY')
self.add_input('LnxIntSocket', 'sWidth')
self.add_input('LnxIntSocket', 'sHeight')
self.add_output('LnxNodeSocketAction', 'Out')

View File

@ -5,8 +5,6 @@ class WriteJsonNode(LnxLogicTreeNode):
"""Writes the given content to the given JSON file. If the file
already exists, the existing content of the file is overwritten.
> **This node is currently only implemented on Krom**
@input File: the name of the file, relative to `Krom.getFilesLocation()`,
including the file extension.
@input Dynamic: the content to write to the file. Can be any type that can

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@ -0,0 +1,41 @@
from lnx.logicnode.lnx_nodes import *
class AddParticleToObjectNode(LnxLogicTreeNode):
"""Sets the speed of the given particle source."""
bl_idname = 'LNAddParticleToObjectNode'
bl_label = 'Add Particle To Object'
lnx_version = 1
def remove_extra_inputs(self, context):
while len(self.inputs) > 1:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'Scene':
self.add_input('LnxStringSocket', 'Scene From Name')
self.add_input('LnxStringSocket', 'Object From Name')
else:
self.add_input('LnxNodeSocketObject', 'Object From')
self.add_input('LnxIntSocket', 'Slot')
self.add_input('LnxNodeSocketObject', 'Object To')
self.add_input('LnxBoolSocket', 'Render Emitter', default_value = True)
property0: HaxeEnumProperty(
'property0',
items = [('Scene Active', 'Scene Active', 'Scene Active'),
('Scene', 'Scene', 'Scene')],
name='', default='Scene Active', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxNodeSocketObject', 'Object From')
self.add_input('LnxIntSocket', 'Slot')
self.add_input('LnxNodeSocketObject', 'Object To')
self.add_input('LnxBoolSocket', 'Render Emitter', default_value = True)
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

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@ -0,0 +1,14 @@
from lnx.logicnode.lnx_nodes import *
class GetParticleNode(LnxLogicTreeNode):
"""Returns the Particle Systems of an object."""
bl_idname = 'LNGetParticleNode'
bl_label = 'Get Particle'
lnx_version = 1
def lnx_init(self, context):
self.inputs.new('LnxNodeSocketObject', 'Object')
self.outputs.new('LnxNodeSocketArray', 'Names')
self.outputs.new('LnxIntSocket', 'Length')
self.outputs.new('LnxBoolSocket', 'Render Emitter')

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@ -0,0 +1,31 @@
from lnx.logicnode.lnx_nodes import *
class GetParticleDataNode(LnxLogicTreeNode):
"""Returns the data of the given Particle System."""
bl_idname = 'LNGetParticleDataNode'
bl_label = 'Get Particle Data'
lnx_version = 1
def lnx_init(self, context):
self.inputs.new('LnxNodeSocketObject', 'Object')
self.inputs.new('LnxIntSocket', 'Slot')
self.outputs.new('LnxStringSocket', 'Name')
self.outputs.new('LnxFloatSocket', 'Particle Size')
self.outputs.new('LnxIntSocket', 'Frame Start')
self.outputs.new('LnxIntSocket', 'Frame End')
self.outputs.new('LnxIntSocket', 'Lifetime')
self.outputs.new('LnxFloatSocket', 'Lifetime Random')
self.outputs.new('LnxIntSocket', 'Emit From')
self.outputs.new('LnxVectorSocket', 'Velocity')
self.outputs.new('LnxFloatSocket', 'Velocity Random')
self.outputs.new('LnxVectorSocket', 'Gravity')
self.outputs.new('LnxFloatSocket', 'Weight Gravity')
self.outputs.new('LnxFloatSocket', 'Speed')
self.outputs.new('LnxFloatSocket', 'Time')
self.outputs.new('LnxFloatSocket', 'Lap')
self.outputs.new('LnxFloatSocket', 'Lap Time')
self.outputs.new('LnxIntSocket', 'Count')

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@ -0,0 +1,33 @@
from lnx.logicnode.lnx_nodes import *
class RemoveParticleFromObjectNode(LnxLogicTreeNode):
"""Remove Particle From Object."""
bl_idname = 'LNRemoveParticleFromObjectNode'
bl_label = 'Remove Particle From Object'
lnx_version = 1
def remove_extra_inputs(self, context):
while len(self.inputs) > 2:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'Slot':
self.add_input('LnxIntSocket', 'Slot')
if self.property0 == 'Name':
self.add_input('LnxStringSocket', 'Name')
property0: HaxeEnumProperty(
'property0',
items = [('Slot', 'Slot', 'Slot'),
('Name', 'Name', 'Name'),
('All', 'All', 'All')],
name='', default='Slot', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxIntSocket', 'Slot')
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

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@ -0,0 +1,58 @@
from lnx.logicnode.lnx_nodes import *
class SetParticleDataNode(LnxLogicTreeNode):
"""Sets the parameters of the given particle system."""
bl_idname = 'LNSetParticleDataNode'
bl_label = 'Set Particle Data'
lnx_version = 1
def remove_extra_inputs(self, context):
while len(self.inputs) > 3:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'Particle Size':
self.add_input('LnxFloatSocket', 'Particle Size')
if self.property0 == 'Frame End':
self.add_input('LnxIntSocket', 'Frame End')
if self.property0 == 'Frame Start':
self.add_input('LnxIntSocket', 'Frame Start')
if self.property0 == 'Lifetime':
self.add_input('LnxIntSocket', 'Lifetime')
if self.property0 == 'Lifetime Random':
self.add_input('LnxFloatSocket', 'Lifetime Random')
if self.property0 == 'Emit From':
self.add_input('LnxIntSocket', 'Emit From')
if self.property0 == 'Velocity':
self.add_input('LnxVectorSocket', 'Velocity')
if self.property0 == 'Velocity Random':
self.add_input('LnxFloatSocket', 'Velocity Random')
if self.property0 == 'Weight Gravity':
self.add_input('LnxFloatSocket', 'Weight Gravity')
if self.property0 == 'Speed':
self.add_input('LnxFloatSocket', 'Speed')
property0: HaxeEnumProperty(
'property0',
items = [('Particle Size', 'Particle Size', 'for the system'),
('Frame Start', 'Frame Start', 'for the system'),
('Frame End', 'Frame End', 'for the system'),
('Lifetime', 'Lifetime', 'for the instance'),
('Lifetime Random', 'Lifetime Random', 'for the system'),
('Emit From', 'Emit From', 'for the system (Vertices:0 Faces:1 Volume: 2)'),
('Velocity', 'Velocity', 'for the instance'),
('Velocity Random', 'Velocity Random', 'for the system'),
('Weight Gravity', 'Weight Gravity', 'for the instance'),
('Speed', 'Speed', 'for the instance')],
name='', default='Speed', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxIntSocket', 'Slot')
self.add_input('LnxFloatSocket', 'Speed', default_value=1.0)
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

View File

@ -1,14 +1,22 @@
from lnx.logicnode.lnx_nodes import *
class SetParticleSpeedNode(LnxLogicTreeNode):
"""Sets the speed of the given particle source."""
bl_idname = 'LNSetParticleSpeedNode'
bl_label = 'Set Particle Speed'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxFloatSocket', 'Speed', default_value=1.0)
self.add_output('LnxNodeSocketAction', 'Out')
from lnx.logicnode.lnx_nodes import *
class SetParticleSpeedNode(LnxLogicTreeNode):
"""Sets the speed of the given particle source."""
bl_idname = 'LNSetParticleSpeedNode'
bl_label = 'Set Particle Speed'
lnx_version = 2
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxIntSocket', 'Slot')
self.add_input('LnxFloatSocket', 'Speed', default_value=1.0)
self.add_output('LnxNodeSocketAction', 'Out')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in (0, 1):
raise LookupError()
return NodeReplacement.Identity(self)

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@ -0,0 +1,3 @@
from lnx.logicnode.lnx_nodes import add_node_section
add_node_section(name='default', category='Particle')

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@ -234,7 +234,7 @@ def build():
wrd.compo_defs += '_CGrain'
if rpdat.lnx_sharpen:
wrd.compo_defs += '_CSharpen'
if bpy.data.scenes[0].view_settings.exposure != 0.0:
if bpy.utils.get_active_scene().view_settings.exposure != 0.0:
wrd.compo_defs += '_CExposure'
if rpdat.lnx_fog:
wrd.compo_defs += '_CFog'

View File

@ -298,6 +298,125 @@ float tex_brick_f(vec3 p) {
}
"""
#https://github.com/blender/blender/blob/main/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl
str_tex_brick_blender = """
float integer_noise(int n)
{
/* Integer bit-shifts for these calculations can cause precision problems on macOS.
* Using uint resolves these issues. */
uint nn;
nn = (uint(n) + 1013u) & 0x7fffffffu;
nn = (nn >> 13u) ^ nn;
nn = (uint(nn * (nn * nn * 60493u + 19990303u)) + 1376312589u) & 0x7fffffffu;
return 0.5f * (float(nn) / 1073741824.0f);
}
vec2 calc_brick_texture(vec3 p,
float mortar_size,
float mortar_smooth,
float bias,
float brick_width,
float row_height,
float offset_amount,
int offset_frequency,
float squash_amount,
int squash_frequency)
{
int bricknum, rownum;
float offset = 0.0f;
float x, y;
rownum = int(floor(p.y / row_height));
if (offset_frequency != 0 && squash_frequency != 0) {
brick_width *= (rownum % squash_frequency != 0) ? 1.0f : squash_amount; /* squash */
offset = (rownum % offset_frequency != 0) ? 0.0f : (brick_width * offset_amount); /* offset */
}
bricknum = int(floor((p.x + offset) / brick_width));
x = (p.x + offset) - brick_width * bricknum;
y = p.y - row_height * rownum;
float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f);
float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
if (min_dist >= mortar_size) {
return vec2(tint, 0.0f);
}
else if (mortar_smooth == 0.0f) {
return vec2(tint, 1.0f);
}
else {
min_dist = 1.0f - min_dist / mortar_size;
return vec2(tint, smoothstep(0.0f, mortar_smooth, min_dist));
}
}
vec3 tex_brick_blender(vec3 co,
vec3 color1,
vec3 color2,
vec3 mortar,
float scale,
float mortar_size,
float mortar_smooth,
float bias,
float brick_width,
float row_height,
float offset_amount,
float offset_frequency,
float squash_amount,
float squash_frequency)
{
vec2 f2 = calc_brick_texture(co * scale,
mortar_size,
mortar_smooth,
bias,
brick_width,
row_height,
offset_amount,
int(offset_frequency),
squash_amount,
int(squash_frequency));
float tint = f2.x;
float f = f2.y;
if (f != 1.0f) {
float facm = 1.0f - tint;
color1 = facm * color1 + tint * color2;
}
return mix(color1, mortar, f);
}
float tex_brick_blender_f(vec3 co,
vec3 color1,
vec3 color2,
vec3 mortar,
float scale,
float mortar_size,
float mortar_smooth,
float bias,
float brick_width,
float row_height,
float offset_amount,
float offset_frequency,
float squash_amount,
float squash_frequency)
{
vec2 f2 = calc_brick_texture(co * scale,
mortar_size,
mortar_smooth,
bias,
brick_width,
row_height,
offset_amount,
int(offset_frequency),
squash_amount,
int(squash_frequency));
float tint = f2.x;
float f = f2.y;
if (f != 1.0f) {
float facm = 1.0f - tint;
color1 = facm * color1 + tint * color2;
}
return f;
}
"""
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 n;

View File

@ -29,24 +29,35 @@ else:
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)
state.curshader.add_function(c_functions.str_tex_brick_blender)
if node.inputs[0].is_linked:
co = c.parse_vector_input(node.inputs[0])
else:
co = 'bposition'
offset_amount = node.offset
offset_frequency = node.offset_frequency
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})'
# Color
if out_socket == node.outputs[0]:
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])
res = f'tex_brick({co} * {scale}, {col1}, {col2}, {col3})'
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})'
# Fac
else:
scale = c.parse_value_input(node.inputs[4])
res = 'tex_brick_f({0} * {1})'.format(co, scale)
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})'
return res

View File

@ -77,7 +77,7 @@ class LNX_MT_NodeAddOverride(bpy.types.Menu):
layout.separator()
layout.menu(f'LNX_MT_{INTERNAL_GROUPS_MENU_ID}_menu', text=internal_groups_menu_class.bl_label, icon='OUTLINER_OB_GROUP_INSTANCE')
elif context.space_data.tree_type == 'ShaderNodeTree':
elif context.space_data.tree_type == 'ShaderNodeTree' and bpy.app.version > (4, 0, 0):
# TO DO - Recursively gather nodes and draw them to menu
LNX_MT_NodeAddOverride.overridden_draw(self, context)

View File

@ -769,9 +769,9 @@ const vec3 compoLetterboxColor = vec3(""" + str(round(rpdat.lnx_letterbox_color[
"""const float compoSharpenStrength = """ + str(round(rpdat.lnx_sharpen_strength * 100) / 100) + """;
""")
if bpy.data.scenes[0].view_settings.exposure != 0.0:
if bpy.utils.get_active_scene().view_settings.exposure != 0.0:
f.write(
"""const float compoExposureStrength = """ + str(round(bpy.data.scenes[0].view_settings.exposure * 100) / 100) + """;
"""const float compoExposureStrength = """ + str(round(bpy.utils.get_active_scene().view_settings.exposure * 100) / 100) + """;
""")
if rpdat.lnx_fog: