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110
leenkx/blender/lnx/material/lnx_nodes/shader_data_node.py
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110
leenkx/blender/lnx/material/lnx_nodes/shader_data_node.py
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from bpy.props import *
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from bpy.types import Node, NodeSocket
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import lnx
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from lnx.material.lnx_nodes.lnx_nodes import add_node
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from lnx.material.parser_state import ParserState
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from lnx.material.shader import Shader
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if lnx.is_reload(__name__):
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lnx.material.lnx_nodes.lnx_nodes = lnx.reload_module(lnx.material.lnx_nodes.lnx_nodes)
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from lnx.material.lnx_nodes.lnx_nodes import add_node
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lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state)
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from lnx.material.parser_state import ParserState
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lnx.material.shader = lnx.reload_module(lnx.material.shader)
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from lnx.material.shader import Shader
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else:
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lnx.enable_reload(__name__)
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class ShaderDataNode(Node):
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"""Allows access to shader data such as uniforms and inputs."""
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bl_idname = 'LnxShaderDataNode'
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bl_label = 'Shader Data'
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bl_icon = 'NONE'
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input_type: EnumProperty(
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items = [('input', 'Input', 'Shader Input'),
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('uniform', 'Uniform', 'Uniform value')],
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name='Input Type',
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default='input',
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description="The kind of data that should be retrieved")
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input_source: EnumProperty(
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items = [('frag', 'Fragment Shader', 'Take the input from the fragment shader'),
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('vert', 'Vertex Shader', 'Take the input from the vertex shader and pass it through to the fragment shader')],
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name='Input Source',
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default='vert',
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description="Where to take the input value from")
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variable_type: EnumProperty(
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items = [('int', 'int', 'int'),
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('float', 'float', 'float'),
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('vec2', 'vec2', 'vec2'),
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('vec3', 'vec3', 'vec3'),
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('vec4', 'vec4', 'vec4'),
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('sampler2D', 'sampler2D', 'sampler2D')],
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name='Variable Type',
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default='vec3',
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description="The type of the variable")
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variable_name: StringProperty(name="Variable Name", description="The name of the variable")
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def draw_buttons(self, context, layout):
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col = layout.column(align=True)
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col.label(text="Input Type:")
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# Use a row to expand horizontally
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col.row().prop(self, "input_type", expand=True)
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split = layout.split(factor=0.5, align=True)
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col_left = split.column()
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col_right = split.column()
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if self.input_type == "input":
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col_left.label(text="Input Source")
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col_right.prop(self, "input_source", text="")
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col_left.label(text="Variable Type")
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col_right.prop(self, "variable_type", text="")
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col_left.label(text="Variable Name")
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col_right.prop(self, "variable_name", text="")
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def init(self, context):
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self.outputs.new('NodeSocketColor', 'Color')
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self.outputs.new('NodeSocketVector', 'Vector')
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self.outputs.new('NodeSocketFloat', 'Float')
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self.outputs.new('NodeSocketInt', 'Int')
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def __parse(self, out_socket: NodeSocket, state: ParserState) -> str:
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if self.input_type == "uniform":
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state.frag.add_uniform(f'{self.variable_type} {self.variable_name}', link=self.variable_name)
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state.vert.add_uniform(f'{self.variable_type} {self.variable_name}', link=self.variable_name)
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if self.variable_type == "sampler2D":
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state.frag.add_uniform('vec2 screenSize', link='_screenSize')
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return f'textureLod({self.variable_name}, gl_FragCoord.xy / screenSize, 0.0).rgb'
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if self.variable_type == "vec2":
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return f'vec3({self.variable_name}.xy, 0)'
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return self.variable_name
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else:
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if self.input_source == "frag":
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state.frag.add_in(f'{self.variable_type} {self.variable_name}')
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return self.variable_name
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# Reroute input from vertex shader to fragment shader (input must exist!)
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else:
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state.vert.add_out(f'{self.variable_type} out_{self.variable_name}')
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state.frag.add_in(f'{self.variable_type} out_{self.variable_name}')
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state.vert.write(f'out_{self.variable_name} = {self.variable_name};')
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return 'out_' + self.variable_name
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@staticmethod
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def parse(node: 'ShaderDataNode', out_socket: NodeSocket, state: ParserState) -> str:
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return node.__parse(out_socket, state)
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add_node(ShaderDataNode, category='Leenkx')
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