forked from LeenkxTeam/LNXSDK
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 6ad647ae56 | |||
| b77aca926a | |||
| c2bb20f905 | |||
| 14c6a7be03 | |||
| 85d63e8413 | |||
| 78452aaf67 | |||
| 1f72636350 | |||
| 62433ce86a | |||
| 2be36398f7 | |||
| 2675138ddc | |||
| 572665e8e6 |
BIN
Krom/Krom.exe
BIN
Krom/Krom.exe
Binary file not shown.
Binary file not shown.
@ -7,7 +7,7 @@ bl_info = {
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"description": "Full Stack SDK",
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"author": "Leenkx.com",
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"version": (2026, 5, 0),
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"blender": (4, 5, 0),
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"blender": (5, 2, 0),
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"doc_url": "https://leenkx.com/",
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"tracker_url": "https://leenkx.com/support"
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}
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@ -136,7 +136,10 @@ def always() -> float:
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# Force ui redraw
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if state.redraw_ui:
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if bpy.context.screen is not None:
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krom_active = bool(lnx.render_engine._active_krom_engines)
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for area in bpy.context.screen.areas:
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if area.type == 'VIEW_3D' and krom_active:
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continue
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if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
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area.tag_redraw()
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state.redraw_ui = False
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@ -1,3 +1,4 @@
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import bpy
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import importlib
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import inspect
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import pkgutil
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@ -804,41 +804,71 @@ def viewport_build_done():
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_viewport_pending_launches.clear()
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log.error('Viewport build failed, check console')
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def play_viewport(viewport_id, width=1920, height=1080):
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"""Launch Krom in a viewport"""
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global _viewport_build_in_progress, _viewport_pending_launches, _viewport_proc_build
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def play(viewport_id=None, width=1920, height=1080):
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"""Launch player external or embedded when viewport_id is passed"""
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global _viewport_build_in_progress, _viewport_pending_launches, _viewport_proc_build, scripts_mtime
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if not viewport_id:
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log.error('No viewport_id: play_viewport requires an id')
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return
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if 'Lnx' not in bpy.data.worlds:
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if viewport_id and 'Lnx' not in bpy.data.worlds:
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log.error('No Lnx world found - cannot start viewport server')
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return
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wrd = bpy.data.worlds['Lnx']
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target = 'krom' if viewport_id else runtime_to_target()
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krom_js_path = lnx.utils.get_fp_build() + '/debug/krom/krom.js'
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if os.path.exists(krom_js_path) and not wrd.lnx_recompile:
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run_viewport_runtime(viewport_id, width, height)
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return
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khajs_path = get_khajs_path(target)
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if not wrd.lnx_cache_build or \
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not os.path.isfile(khajs_path) or \
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assets.khafile_defs_last != assets.khafile_defs or \
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state.last_target != state.target:
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wrd.lnx_recompile = True
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pending_entry = (viewport_id, width, height)
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if pending_entry not in _viewport_pending_launches:
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_viewport_pending_launches.append(pending_entry)
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state.last_target = state.target
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if _viewport_build_in_progress:
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if _viewport_proc_build is not None and _viewport_proc_build.poll() is None:
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log.info(f'Build in progress, viewport {viewport_id} will launch when ready')
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state.mod_scripts = []
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script_path = lnx.utils.get_fp() + '/Sources/' + lnx.utils.safestr(wrd.lnx_project_package)
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if os.path.isdir(script_path):
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new_mtime = scripts_mtime
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for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
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mtime = os.path.getmtime(fn)
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if scripts_mtime < mtime:
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lnx.utils.fetch_script_props(fn)
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fn = fn.split('Sources/')[1]
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fn = fn[:-3]
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fn = fn.replace('/', '.')
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state.mod_scripts.append(fn)
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wrd.lnx_recompile = True
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if new_mtime < mtime:
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new_mtime = mtime
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scripts_mtime = new_mtime
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if len(state.mod_scripts) > 0:
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lnx.utils.fetch_trait_props()
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if viewport_id:
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krom_js_path = lnx.utils.get_fp_build() + '/debug/krom/krom.js'
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if os.path.exists(krom_js_path) and not wrd.lnx_recompile:
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run_viewport_runtime(viewport_id, width, height)
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return
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else:
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_viewport_build_in_progress = False
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_viewport_build_in_progress = True
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pending_entry = (viewport_id, width, height)
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if pending_entry not in _viewport_pending_launches:
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_viewport_pending_launches.append(pending_entry)
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build(target='krom', is_viewport=True, viewport_width=width, viewport_height=height)
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if _viewport_build_in_progress:
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if _viewport_proc_build is not None and _viewport_proc_build.poll() is None:
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log.info(f'Build in progress, viewport {viewport_id} will launch when ready')
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return
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else:
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_viewport_build_in_progress = False
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compile_viewport(assets_only=(not wrd.lnx_recompile))
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_viewport_build_in_progress = True
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assets.invalidate_enabled = False
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build(target='krom', is_viewport=True, viewport_width=width, viewport_height=height)
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compile_viewport(assets_only=(not wrd.lnx_recompile))
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assets.invalidate_enabled = True
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else:
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build(target=target, is_play=True)
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compile(assets_only=(not wrd.lnx_recompile))
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def stop_viewport(viewport_id=None):
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@ -905,43 +935,6 @@ def get_khajs_path(target):
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return lnx.utils.build_dir() + '/debug/krom/krom.js'
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return lnx.utils.build_dir() + '/debug/html5/kha.js'
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def play():
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global scripts_mtime
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wrd = bpy.data.worlds['Lnx']
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build(target=runtime_to_target(), is_play=True)
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khajs_path = get_khajs_path(state.target)
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if not wrd.lnx_cache_build or \
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not os.path.isfile(khajs_path) or \
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assets.khafile_defs_last != assets.khafile_defs or \
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state.last_target != state.target:
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wrd.lnx_recompile = True
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state.last_target = state.target
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# Trait sources modified
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state.mod_scripts = []
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script_path = lnx.utils.get_fp() + '/Sources/' + lnx.utils.safestr(wrd.lnx_project_package)
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if os.path.isdir(script_path):
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new_mtime = scripts_mtime
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for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
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mtime = os.path.getmtime(fn)
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if scripts_mtime < mtime:
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lnx.utils.fetch_script_props(fn) # Trait props
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fn = fn.split('Sources/')[1]
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fn = fn[:-3] #.hx
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fn = fn.replace('/', '.')
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state.mod_scripts.append(fn)
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wrd.lnx_recompile = True
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if new_mtime < mtime:
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new_mtime = mtime
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scripts_mtime = new_mtime
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if len(state.mod_scripts) > 0: # Trait props
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lnx.utils.fetch_trait_props()
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compile(assets_only=(not wrd.lnx_recompile))
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def build_success():
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log.clear()
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wrd = bpy.data.worlds['Lnx']
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@ -16,19 +16,29 @@ if lnx.is_reload(__name__):
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else:
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lnx.enable_reload(__name__)
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# Principled BSDF socket names that differ between Blender versions
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if bpy.app.version < (4, 0, 0):
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EMISSION_COLOR = 'Emission'
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SUBSURFACE = 'Subsurface'
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SPECULAR = 'Specular'
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else:
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EMISSION_COLOR = 'Emission Color'
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SUBSURFACE = 'Subsurface Weight'
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SPECULAR = 'Specular IOR Level'
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def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None:
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# Skip mixing if only one input is effectively used
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if not node.inputs[0].is_linked:
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if node.inputs[0].default_value <= 0.0:
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if not node.inputs['Fac'].is_linked:
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if node.inputs['Fac'].default_value <= 0.0:
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c.parse_shader_input(node.inputs[1])
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return
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elif node.inputs[0].default_value >= 1.0:
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elif node.inputs['Fac'].default_value >= 1.0:
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c.parse_shader_input(node.inputs[2])
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return
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prefix = '' if node.inputs[0].is_linked else 'const '
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fac = c.parse_value_input(node.inputs[0])
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prefix = '' if node.inputs['Fac'].is_linked else 'const '
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fac = c.parse_value_input(node.inputs['Fac'])
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fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
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fac_inv_var = c.node_name(node.name) + '_fac_inv'
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state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac))
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@ -88,42 +98,42 @@ def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket,
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# TODO: Refactor using c.get_*_input()
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if bpy.app.version < (2, 92, 0):
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if bpy.app.version < (2, 91, 0):
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def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[20])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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if node.inputs[1].is_linked or node.inputs[1].default_value > 0.0:
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c.write_normal(node.inputs['Normal'])
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state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
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if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
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mat_state.needs_sss = True
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state.out_metallic = c.parse_value_input(node.inputs[4])
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state.out_specular = c.parse_value_input(node.inputs[5])
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state.out_roughness = c.parse_value_input(node.inputs[7])
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if node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False):
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emission_col = c.parse_vector_input(node.inputs[17])
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state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
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state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
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state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
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if node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False):
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emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
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state.out_emission_col = emission_col
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mat_state.emission_type = mat_state.EmissionType.SHADED
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else:
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mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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if state.parse_opacity:
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state.out_ior = c.parse_value_input(node.inputs[14])
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state.out_ior = c.parse_value_input(node.inputs['IOR'])
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# In Blender 2.83, Alpha socket is at index 18, not 19
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if 'Alpha' in node.inputs:
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state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
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else:
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state.out_opacity = '1.0'
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if bpy.app.version >= (2, 92, 0) and bpy.app.version <= (4, 1, 0):
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if bpy.app.version >= (2, 91, 0) and bpy.app.version < (4, 0, 0):
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def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[22])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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if node.inputs[1].is_linked or node.inputs[1].default_value > 0.0:
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c.write_normal(node.inputs['Normal'])
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state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
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if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
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mat_state.needs_sss = True
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# subsurface_radius = c.parse_vector_input(node.inputs[2])
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# subsurface_color = c.parse_vector_input(node.inputs[3])
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state.out_metallic = c.parse_value_input(node.inputs[6])
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state.out_specular = c.parse_value_input(node.inputs[7])
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state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
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state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
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# specular_tint = c.parse_vector_input(node.inputs[6])
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state.out_roughness = c.parse_value_input(node.inputs[9])
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state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
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# aniso = c.parse_vector_input(node.inputs[8])
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# aniso_rot = c.parse_vector_input(node.inputs[9])
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# sheen = c.parse_vector_input(node.inputs[10])
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@ -134,9 +144,9 @@ if bpy.app.version >= (2, 92, 0) and bpy.app.version <= (4, 1, 0):
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# transmission = c.parse_vector_input(node.inputs[15])
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# transmission_roughness = c.parse_vector_input(node.inputs[16])
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if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
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and (node.inputs['Emission'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission'], (0.0, 0.0, 0.0), comp_alpha=False)):
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emission_col = c.parse_vector_input(node.inputs[19])
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emission_strength = c.parse_value_input(node.inputs[20])
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and (node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False)):
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emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
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emission_strength = c.parse_value_input(node.inputs['Emission Strength'])
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state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
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mat_state.emission_type = mat_state.EmissionType.SHADED
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else:
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@ -144,26 +154,32 @@ if bpy.app.version >= (2, 92, 0) and bpy.app.version <= (4, 1, 0):
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# clearcoar_normal = c.parse_vector_input(node.inputs[21])
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# tangent = c.parse_vector_input(node.inputs[22])
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if state.parse_opacity:
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state.out_ior = c.parse_value_input(node.inputs[16])
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if len(node.inputs) >= 21:
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state.out_opacity = c.parse_value_input(node.inputs[21])
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if bpy.app.version > (4, 1, 0):
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state.out_ior = c.parse_value_input(node.inputs['IOR'])
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if 'Alpha' in node.inputs:
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state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
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else:
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state.out_opacity = '1.0'
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if bpy.app.version >= (4, 0, 0):
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def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
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if state.parse_surface:
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c.write_normal(node.inputs[5])
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state.out_basecol = c.parse_vector_input(node.inputs[0])
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c.write_normal(node.inputs['Normal'])
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state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
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sss_input = node.inputs.get('Subsurface Weight') or node.inputs.get('Subsurface')
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sss_input = node.inputs.get(SUBSURFACE)
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if sss_input is not None:
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if sss_input.is_linked or sss_input.default_value > 0.0:
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mat_state.needs_sss = True
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subsurface = c.parse_value_input(node.inputs[7])
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subsurface_radius = c.parse_vector_input(node.inputs[9])
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subsurface_color = c.parse_vector_input(node.inputs[8])
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state.out_metallic = c.parse_value_input(node.inputs[1])
|
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subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
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subsurface_radius = c.parse_vector_input(node.inputs['Subsurface Radius'])
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subsurface_color_input = node.inputs.get('Subsurface Color')
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if subsurface_color_input is not None:
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subsurface_color = c.parse_vector_input(subsurface_color_input)
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else:
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subsurface_color = c.parse_vector_input(node.inputs['Base Color'])
|
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state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
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|
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specular_socket = node.inputs.get('Specular IOR Level')
|
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specular_socket = node.inputs.get(SPECULAR)
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if specular_socket is not None:
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state.out_specular = f'({c.parse_value_input(specular_socket)} * 2.0)'
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else:
|
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@ -173,7 +189,7 @@ if bpy.app.version > (4, 1, 0):
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else:
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state.out_specular = '1.0'
|
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|
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state.out_roughness = c.parse_value_input(node.inputs[2])
|
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state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
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# Prevent black material when metal = 1.0 and roughness = 0.0
|
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try:
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if float(state.out_roughness) < 0.00101:
|
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@ -181,13 +197,9 @@ if bpy.app.version > (4, 1, 0):
|
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except ValueError:
|
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pass
|
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if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
|
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and (node.inputs['Emission Color'].is_linked or not mat_utils.equals_color_socket(node.inputs['Emission Color'], (0.0, 0.0, 0.0), comp_alpha=False)):
|
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if bpy.app.version >= (4, 4, 0):
|
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emission_col = c.parse_vector_input(node.inputs[27])
|
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emission_strength = c.parse_value_input(node.inputs[28])
|
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else:
|
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emission_col = c.parse_vector_input(node.inputs[26])
|
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emission_strength = c.parse_value_input(node.inputs[27])
|
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and (node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False)):
|
||||
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
|
||||
emission_strength = c.parse_value_input(node.inputs['Emission Strength'])
|
||||
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
||||
mat_state.emission_type = mat_state.EmissionType.SHADED
|
||||
else:
|
||||
@ -203,58 +215,58 @@ if bpy.app.version > (4, 1, 0):
|
||||
#state.out_transmission = c.parse_vector_input(node.inputs[17])
|
||||
#state.out_transmission_roughness = state.out_roughness
|
||||
if state.parse_opacity:
|
||||
state.out_ior = c.parse_value_input(node.inputs[3])
|
||||
state.out_opacity = c.parse_value_input(node.inputs[4])
|
||||
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
|
||||
|
||||
def parse_bsdfdiffuse(node: bpy.types.ShaderNodeBsdfDiffuse, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
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])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||
state.out_specular = '0.0'
|
||||
|
||||
if bpy.app.version >= (4, 0, 0):
|
||||
def parse_bsdfsheen(node: bpy.types.ShaderNodeBsdfSheen, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
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])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||
|
||||
if bpy.app.version < (4, 1, 0):
|
||||
if bpy.app.version < (4, 0, 0):
|
||||
def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfGlossy, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
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])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||
state.out_metallic = '1.0'
|
||||
else:
|
||||
def parse_bsdfglossy(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
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])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||
state.out_metallic = '1.0'
|
||||
|
||||
|
||||
def parse_ambientocclusion(node: bpy.types.ShaderNodeAmbientOcclusion, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
# Single channel
|
||||
state.out_occlusion = c.parse_vector_input(node.inputs[0]) + '.r'
|
||||
state.out_occlusion = c.parse_vector_input(node.inputs['Distance']) + '.r'
|
||||
|
||||
|
||||
def parse_bsdfanisotropic(node: bpy.types.ShaderNodeBsdfAnisotropic, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
c.write_normal(node.inputs[4])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
# Revert to glossy
|
||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||
state.out_metallic = '1.0'
|
||||
|
||||
|
||||
def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
emission_col = c.parse_vector_input(node.inputs[0])
|
||||
emission_strength = c.parse_value_input(node.inputs[1])
|
||||
emission_col = c.parse_vector_input(node.inputs['Color'])
|
||||
emission_strength = c.parse_value_input(node.inputs['Strength'])
|
||||
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
|
||||
state.out_basecol = 'vec3(0.0)'
|
||||
state.out_specular = '0.0'
|
||||
@ -264,12 +276,12 @@ def parse_emission(node: bpy.types.ShaderNodeEmission, out_socket: NodeSocket, s
|
||||
|
||||
def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
||||
c.write_normal(node.inputs[3])
|
||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||
if state.parse_opacity:
|
||||
state.out_opacity = '1.0'
|
||||
state.out_ior = c.parse_value_input(node.inputs[2])
|
||||
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||
|
||||
|
||||
def parse_bsdfhair(node: bpy.types.ShaderNodeBsdfHair, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
@ -284,22 +296,19 @@ def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, sta
|
||||
|
||||
def parse_bsdfrefraction(node: bpy.types.ShaderNodeBsdfRefraction, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
||||
c.write_normal(node.inputs[3])
|
||||
state.out_roughness = c.parse_value_input(node.inputs[1])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
|
||||
if state.parse_opacity:
|
||||
state.out_opacity = '1.0'
|
||||
state.out_ior = c.parse_value_input(node.inputs[2])
|
||||
state.out_ior = c.parse_value_input(node.inputs['IOR'])
|
||||
|
||||
def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
# Mark that this material needs SSS
|
||||
mat_state.needs_sss = True
|
||||
if bpy.app.version < (4, 1, 0):
|
||||
c.write_normal(node.inputs[4])
|
||||
else:
|
||||
c.write_normal(node.inputs[6])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
|
||||
|
||||
def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
@ -309,21 +318,21 @@ def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, s
|
||||
|
||||
def parse_bsdftranslucent(node: bpy.types.ShaderNodeBsdfTranslucent, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
c.write_normal(node.inputs[1])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
if state.parse_opacity:
|
||||
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0]))
|
||||
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs['Color']))
|
||||
state.out_ior = '1.0'
|
||||
|
||||
|
||||
def parse_bsdftransparent(node: bpy.types.ShaderNodeBsdfTransparent, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_opacity:
|
||||
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs[0]))
|
||||
state.out_opacity = '(1.0 - {0}.r)'.format(c.parse_vector_input(node.inputs['Color']))
|
||||
state.out_ior = '1.0'
|
||||
|
||||
if bpy.app.version < (4, 1, 0):
|
||||
if bpy.app.version < (4, 0, 0):
|
||||
def parse_bsdfvelvet(node: bpy.types.ShaderNodeBsdfVelvet, out_socket: NodeSocket, state: ParserState) -> None:
|
||||
if state.parse_surface:
|
||||
c.write_normal(node.inputs[2])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs[0])
|
||||
c.write_normal(node.inputs['Normal'])
|
||||
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
|
||||
state.out_roughness = '1.0'
|
||||
state.out_metallic = '1.0'
|
||||
|
||||
@ -205,8 +205,9 @@ ALL_NODES: Dict[str, MaterialNodeMeta] = {
|
||||
if bpy.app.version > (3, 2, 0):
|
||||
ALL_NODES['SEPARATE_COLOR'] = MaterialNodeMeta(parse_func=nodes_converter.parse_separate_color)
|
||||
ALL_NODES['COMBINE_COLOR'] = MaterialNodeMeta(parse_func=nodes_converter.parse_combine_color)
|
||||
if bpy.app.version < (4, 1, 0):
|
||||
if bpy.app.version < (4, 0, 0):
|
||||
ALL_NODES['BSDF_VELVET'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfvelvet)
|
||||
if bpy.app.version < (4, 1, 0):
|
||||
ALL_NODES['TEX_MUSGRAVE'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_musgrave)
|
||||
if bpy.app.version >= (4, 0, 0):
|
||||
ALL_NODES['BSDF_SHEEN'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfsheen)
|
||||
|
||||
@ -11,12 +11,16 @@ import sys
|
||||
import os
|
||||
import array
|
||||
import atexit
|
||||
import time
|
||||
from mathutils import Quaternion, Matrix, Vector
|
||||
import lnx.make_state as state
|
||||
|
||||
HAS_GPU_STATE = bpy.app.version >= (3, 0, 0)
|
||||
if not HAS_GPU_STATE:
|
||||
try:
|
||||
import bgl
|
||||
HAS_BGL = callable(getattr(bgl, 'glGenTextures', None))
|
||||
except ImportError:
|
||||
HAS_BGL = False
|
||||
SHADER_UNIFORM_COLOR = 'UNIFORM_COLOR' if bpy.app.version >= (3, 4, 0) else '2D_UNIFORM_COLOR'
|
||||
SHADER_IMAGE = 'IMAGE' if bpy.app.version >= (3, 4, 0) else '2D_IMAGE'
|
||||
HAS_GPU_TEXTURE = bpy.app.version >= (3, 0, 0)
|
||||
@ -124,6 +128,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
self._last_frame_id = 0
|
||||
self._width = 0
|
||||
self._height = 0
|
||||
self._tex_width = 0
|
||||
self._tex_height = 0
|
||||
self._initialized = False
|
||||
self._shader = None
|
||||
self._batch = None
|
||||
@ -140,6 +146,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
self._last_region_dims = None
|
||||
self._header_buffer = (ctypes.c_ubyte * VIEWPORT_HEADER_SIZE)()
|
||||
self._engine_id = id(self)
|
||||
self._viewport_image = None
|
||||
self._float_buffer = None
|
||||
# print(f"New engine instance created: {self._engine_id}")
|
||||
|
||||
def _restore_overlay(self, context=None):
|
||||
@ -247,7 +255,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
def deferred_launch():
|
||||
try:
|
||||
import lnx.make as make
|
||||
make.play_viewport(viewport_id, width, height)
|
||||
make.play(viewport_id, width, height)
|
||||
except Exception as e:
|
||||
print(f"Failed to launch viewport: {e}")
|
||||
import traceback
|
||||
@ -498,7 +506,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
"""Handle invalid/stale shared memory by cleaning up and allowing re-init."""
|
||||
self._cleanup_shared_memory()
|
||||
self._initialized = False
|
||||
if not HAS_GPU_TEXTURE and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
||||
if HAS_BGL and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
||||
try:
|
||||
bgl.glDeleteTextures(1, self._gl_texture_buf)
|
||||
except:
|
||||
@ -783,21 +791,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
if len(pixels) < num_pixels:
|
||||
return
|
||||
|
||||
if HAS_GPU_TEXTURE:
|
||||
if HAS_NUMPY:
|
||||
pixels[3::4] = 255
|
||||
float_array = pixels.astype(np.float32) / 255.0
|
||||
buffer = gpu.types.Buffer('FLOAT', num_pixels, float_array)
|
||||
else:
|
||||
pixel_array = array.array('B', pixels[:num_pixels])
|
||||
for i in range(3, len(pixel_array), 4):
|
||||
pixel_array[i] = 255
|
||||
float_pixels = [p / 255.0 for p in pixel_array]
|
||||
buffer = gpu.types.Buffer('FLOAT', num_pixels, float_pixels)
|
||||
|
||||
self._texture = gpu.types.GPUTexture((width, height), format='SRGB8_A8', data=buffer)
|
||||
else:
|
||||
# bgl path for Blender < 3.0
|
||||
if HAS_BGL:
|
||||
# Fast path: bgl with GL_UNSIGNED_BYTE, no float conversion, in-place update
|
||||
if not hasattr(self, '_gl_texture_buf') or self._gl_texture_buf[0] == 0:
|
||||
self._gl_texture_buf = bgl.Buffer(bgl.GL_INT, 1)
|
||||
bgl.glGenTextures(1, self._gl_texture_buf)
|
||||
@ -817,12 +812,43 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
pixel_buffer = bgl.Buffer(bgl.GL_UNSIGNED_BYTE, num_pixels, bytes(pixel_array))
|
||||
|
||||
internal_format = getattr(bgl, 'GL_SRGB8_ALPHA8', bgl.GL_RGBA8)
|
||||
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, width, height, 0,
|
||||
bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
|
||||
if self._tex_width == width and self._tex_height == height:
|
||||
bgl.glTexSubImage2D(bgl.GL_TEXTURE_2D, 0, 0, 0, width, height,
|
||||
bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
|
||||
else:
|
||||
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, width, height, 0,
|
||||
bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
|
||||
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
|
||||
|
||||
self._texture = tex_id
|
||||
elif HAS_GPU_TEXTURE:
|
||||
# Blender 4.x+ path: use bpy.Image + gpu.texture.from_image
|
||||
# from_image returns a cached GPUTexture (no 20ms constructor)
|
||||
# pixels updated via foreach_set (fast C-level copy) + update()
|
||||
if self._viewport_image is None or self._viewport_image.size[0] != width or self._viewport_image.size[1] != height:
|
||||
if self._viewport_image is not None:
|
||||
bpy.data.images.remove(self._viewport_image)
|
||||
self._viewport_image = bpy.data.images.new(
|
||||
"_lnx_viewport", width, height, float_buffer=False)
|
||||
self._float_buffer = None
|
||||
|
||||
if HAS_NUMPY:
|
||||
pixels[3::4] = 255
|
||||
if self._float_buffer is None or len(self._float_buffer) != num_pixels:
|
||||
self._float_buffer = np.empty(num_pixels, dtype=np.float32)
|
||||
self._float_buffer[:num_pixels] = pixels[:num_pixels]
|
||||
self._float_buffer *= (1.0 / 255.0)
|
||||
self._viewport_image.pixels.foreach_set(self._float_buffer)
|
||||
else:
|
||||
pixel_array = array.array('B', pixels[:num_pixels])
|
||||
for i in range(3, len(pixel_array), 4):
|
||||
pixel_array[i] = 255
|
||||
float_pixels = [p / 255.0 for p in pixel_array]
|
||||
self._viewport_image.pixels.foreach_set(float_pixels)
|
||||
|
||||
self._viewport_image.update()
|
||||
self._texture = gpu.texture.from_image(self._viewport_image)
|
||||
|
||||
self._tex_width = width
|
||||
self._tex_height = height
|
||||
|
||||
@ -838,11 +864,17 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
"""Called by Blender when the engine instance is destroyed."""
|
||||
self._stop_krom_process()
|
||||
self._restore_overlay()
|
||||
if not HAS_GPU_TEXTURE and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
||||
if HAS_BGL and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
|
||||
try:
|
||||
bgl.glDeleteTextures(1, self._gl_texture_buf)
|
||||
except:
|
||||
pass
|
||||
if self._viewport_image is not None:
|
||||
try:
|
||||
bpy.data.images.remove(self._viewport_image)
|
||||
except:
|
||||
pass
|
||||
self._viewport_image = None
|
||||
if self._viewport_id and self._viewport_id in _active_krom_engines:
|
||||
del _active_krom_engines[self._viewport_id]
|
||||
|
||||
@ -928,6 +960,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
self._last_region_dims = dims
|
||||
self._request_resize(region.width, region.height)
|
||||
|
||||
self._write_camera_matrices(context)
|
||||
self._read_krom_camera(context)
|
||||
|
||||
pixels = self._read_framebuffer()
|
||||
@ -966,7 +999,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
self._batch_dims = dims
|
||||
|
||||
self._shader.bind()
|
||||
if HAS_GPU_TEXTURE:
|
||||
_is_gl_texture = isinstance(self._texture, int)
|
||||
if not _is_gl_texture:
|
||||
self._shader.uniform_sampler("image", self._texture)
|
||||
else:
|
||||
bgl.glActiveTexture(bgl.GL_TEXTURE0)
|
||||
@ -975,7 +1009,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
|
||||
|
||||
self._batch.draw(self._shader)
|
||||
|
||||
if not HAS_GPU_TEXTURE:
|
||||
if _is_gl_texture:
|
||||
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
|
||||
|
||||
if HAS_GPU_STATE:
|
||||
|
||||
@ -875,7 +875,7 @@ def check_blender_version(op: bpy.types.Operator):
|
||||
"""Check whether the Blender version is supported by Leenkx,
|
||||
if not, report in UI.
|
||||
"""
|
||||
if bpy.app.version[:2] not in [(4, 5), (4, 4), (4, 2), (3, 6), (3, 3)]:
|
||||
if bpy.app.version[:2] not in [(5, 2), (4, 5), (4, 4), (4, 2), (3, 6), (3, 3)]:
|
||||
op.report({'INFO'}, 'INFO: For Leenkx to work correctly, use a Blender LTS version')
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user