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Author SHA1 Message Date
0b4184ccc2 Merge branch 'main' of https://dev.leenkx.com/Onek8/LNXSDK 2026-07-24 17:02:15 -07:00
ddc12e8607 BSDF Shaders 2026-07-24 17:02:00 -07:00
6ad647ae56 Merge pull request 'main' (#132) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#132
2026-07-24 09:22:31 +00:00
b77aca926a Refactor shader sockets 2026-07-24 01:59:51 -07:00
c2bb20f905 Moises Jpelaez: 5.2 Updates 2026-07-23 23:41:13 -07:00
14c6a7be03 Merge pull request 'main' (#131) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#131
2026-07-24 06:13:01 +00:00
85d63e8413 Merge branch 'main' of https://dev.leenkx.com/Onek8/LNXSDK 2026-07-23 23:08:56 -07:00
78452aaf67 Finished Viewport 2026-07-23 23:02:14 -07:00
1f72636350 Merge pull request 'main' (#130) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#130
2026-07-23 07:00:06 +00:00
62433ce86a merge upstream 2026-07-23 06:58:51 +00:00
2be36398f7 Merge branch 'main' of https://dev.leenkx.com/Onek8/LNXSDK 2026-07-22 21:04:07 -07:00
2675138ddc Windows RunT/Krom WebView2 DX11 and OpenGL 2026-07-22 21:03:43 -07:00
572665e8e6 Merge pull request 'main' (#129) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#129
2026-07-22 04:01:11 +00:00
0839f39dfa merge upstream 2026-07-22 03:59:30 +00:00
c52ae2e4f1 Merge pull request 'main' (#128) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#128
2026-07-21 03:26:52 +00:00
13 changed files with 540 additions and 227 deletions

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@ -7,7 +7,7 @@ bl_info = {
"description": "Full Stack SDK",
"author": "Leenkx.com",
"version": (2026, 5, 0),
"blender": (4, 5, 0),
"blender": (5, 2, 0),
"doc_url": "https://leenkx.com/",
"tracker_url": "https://leenkx.com/support"
}

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@ -136,7 +136,10 @@ def always() -> float:
# Force ui redraw
if state.redraw_ui:
if bpy.context.screen is not None:
krom_active = bool(lnx.render_engine._active_krom_engines)
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D' and krom_active:
continue
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
area.tag_redraw()
state.redraw_ui = False

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@ -1,3 +1,4 @@
import bpy
import importlib
import inspect
import pkgutil

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@ -804,41 +804,71 @@ def viewport_build_done():
_viewport_pending_launches.clear()
log.error('Viewport build failed, check console')
def play_viewport(viewport_id, width=1920, height=1080):
"""Launch Krom in a viewport"""
global _viewport_build_in_progress, _viewport_pending_launches, _viewport_proc_build
def play(viewport_id=None, width=1920, height=1080):
"""Launch player external or embedded when viewport_id is passed"""
global _viewport_build_in_progress, _viewport_pending_launches, _viewport_proc_build, scripts_mtime
if not viewport_id:
log.error('No viewport_id: play_viewport requires an id')
return
if 'Lnx' not in bpy.data.worlds:
if viewport_id and 'Lnx' not in bpy.data.worlds:
log.error('No Lnx world found - cannot start viewport server')
return
wrd = bpy.data.worlds['Lnx']
target = 'krom' if viewport_id else runtime_to_target()
krom_js_path = lnx.utils.get_fp_build() + '/debug/krom/krom.js'
if os.path.exists(krom_js_path) and not wrd.lnx_recompile:
run_viewport_runtime(viewport_id, width, height)
return
khajs_path = get_khajs_path(target)
if not wrd.lnx_cache_build or \
not os.path.isfile(khajs_path) or \
assets.khafile_defs_last != assets.khafile_defs or \
state.last_target != state.target:
wrd.lnx_recompile = True
pending_entry = (viewport_id, width, height)
if pending_entry not in _viewport_pending_launches:
_viewport_pending_launches.append(pending_entry)
state.last_target = state.target
if _viewport_build_in_progress:
if _viewport_proc_build is not None and _viewport_proc_build.poll() is None:
log.info(f'Build in progress, viewport {viewport_id} will launch when ready')
state.mod_scripts = []
script_path = lnx.utils.get_fp() + '/Sources/' + lnx.utils.safestr(wrd.lnx_project_package)
if os.path.isdir(script_path):
new_mtime = scripts_mtime
for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
mtime = os.path.getmtime(fn)
if scripts_mtime < mtime:
lnx.utils.fetch_script_props(fn)
fn = fn.split('Sources/')[1]
fn = fn[:-3]
fn = fn.replace('/', '.')
state.mod_scripts.append(fn)
wrd.lnx_recompile = True
if new_mtime < mtime:
new_mtime = mtime
scripts_mtime = new_mtime
if len(state.mod_scripts) > 0:
lnx.utils.fetch_trait_props()
if viewport_id:
krom_js_path = lnx.utils.get_fp_build() + '/debug/krom/krom.js'
if os.path.exists(krom_js_path) and not wrd.lnx_recompile:
run_viewport_runtime(viewport_id, width, height)
return
else:
_viewport_build_in_progress = False
_viewport_build_in_progress = True
pending_entry = (viewport_id, width, height)
if pending_entry not in _viewport_pending_launches:
_viewport_pending_launches.append(pending_entry)
build(target='krom', is_viewport=True, viewport_width=width, viewport_height=height)
if _viewport_build_in_progress:
if _viewport_proc_build is not None and _viewport_proc_build.poll() is None:
log.info(f'Build in progress, viewport {viewport_id} will launch when ready')
return
else:
_viewport_build_in_progress = False
compile_viewport(assets_only=(not wrd.lnx_recompile))
_viewport_build_in_progress = True
assets.invalidate_enabled = False
build(target='krom', is_viewport=True, viewport_width=width, viewport_height=height)
compile_viewport(assets_only=(not wrd.lnx_recompile))
assets.invalidate_enabled = True
else:
build(target=target, is_play=True)
compile(assets_only=(not wrd.lnx_recompile))
def stop_viewport(viewport_id=None):
@ -905,43 +935,6 @@ def get_khajs_path(target):
return lnx.utils.build_dir() + '/debug/krom/krom.js'
return lnx.utils.build_dir() + '/debug/html5/kha.js'
def play():
global scripts_mtime
wrd = bpy.data.worlds['Lnx']
build(target=runtime_to_target(), is_play=True)
khajs_path = get_khajs_path(state.target)
if not wrd.lnx_cache_build or \
not os.path.isfile(khajs_path) or \
assets.khafile_defs_last != assets.khafile_defs or \
state.last_target != state.target:
wrd.lnx_recompile = True
state.last_target = state.target
# Trait sources modified
state.mod_scripts = []
script_path = lnx.utils.get_fp() + '/Sources/' + lnx.utils.safestr(wrd.lnx_project_package)
if os.path.isdir(script_path):
new_mtime = scripts_mtime
for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
mtime = os.path.getmtime(fn)
if scripts_mtime < mtime:
lnx.utils.fetch_script_props(fn) # Trait props
fn = fn.split('Sources/')[1]
fn = fn[:-3] #.hx
fn = fn.replace('/', '.')
state.mod_scripts.append(fn)
wrd.lnx_recompile = True
if new_mtime < mtime:
new_mtime = mtime
scripts_mtime = new_mtime
if len(state.mod_scripts) > 0: # Trait props
lnx.utils.fetch_trait_props()
compile(assets_only=(not wrd.lnx_recompile))
def build_success():
log.clear()
wrd = bpy.data.worlds['Lnx']

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@ -219,7 +219,15 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
curshader = state.frag
state.curshader = curshader
out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_ior, out_emission_col = parse_shader_input(node.inputs[0])
outs = parse_shader_input(node.inputs[0])
out_basecol = outs[0]
out_roughness = outs[1]
out_metallic = outs[2]
out_occlusion = outs[3]
out_specular = outs[4]
out_opacity = outs[5]
out_ior = outs[6]
out_emission_col = outs[7]
if parse_surface:
curshader.write(f'basecol = {out_basecol};')
curshader.write(f'roughness = {out_roughness};')
@ -227,6 +235,21 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
curshader.write(f'occlusion = {out_occlusion};')
curshader.write(f'specular = {out_specular};')
curshader.write(f'emissionCol = {out_emission_col};')
curshader.write(f'subsurface = {outs[8]};')
curshader.write(f'subsurfaceRadius = {outs[9]};')
curshader.write(f'subsurfaceColor = {outs[10]};')
curshader.write(f'specularTint = {outs[11]};')
curshader.write(f'anisotropy = {outs[12]};')
curshader.write(f'anisoRot = {outs[13]};')
curshader.write(f'sheen = {outs[14]};')
curshader.write(f'sheenRough = {outs[15]};')
curshader.write(f'sheenTint = {outs[16]};')
curshader.write(f'clearcoat = {outs[17]};')
curshader.write(f'clearcoatRough = {outs[18]};')
curshader.write(f'transmission = {outs[19]};')
curshader.write(f'transmissionRough = {outs[20]};')
curshader.write(f'thinWall = {outs[21]};')
curshader.write(f'tangent = {outs[22]};')
if mat_state.emission_type == mat_state.EmissionType.SHADELESS:
if '_EmissionShadeless' not in wrd.world_defs:
@ -330,6 +353,10 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
'BSDF_GLASS',
'HOLDOUT',
'SUBSURFACE_SCATTERING',
'BSDF_REFRACTION',
'BSDF_TOON',
'BSDF_HAIR',
'BSDF_HAIR_PRINCIPLED',
'BSDF_TRANSLUCENT',
'BSDF_TRANSPARENT',
'BSDF_VELVET',

View File

@ -16,19 +16,59 @@ if lnx.is_reload(__name__):
else:
lnx.enable_reload(__name__)
# Principled BSDF socket names that differ between Blender versions
if bpy.app.version < (4, 0, 0):
EMISSION_COLOR = 'Emission'
SUBSURFACE = 'Subsurface'
SUBSURFACE_RADIUS = 'Subsurface Radius'
SUBSURFACE_COLOR = 'Subsurface Color'
SPECULAR = 'Specular'
SPECULAR_TINT = 'Specular Tint'
ANISOTROPIC = 'Anisotropic'
ANISOTROPIC_ROT = 'Anisotropic Rotation'
SHEEN = 'Sheen'
SHEEN_TINT = 'Sheen Tint'
CLEARCOAT = 'Clearcoat'
CLEARCOAT_ROUGHNESS = 'Clearcoat Roughness'
CLEARCOAT_NORMAL = 'Clearcoat Normal'
TRANSMISSION = 'Transmission'
TRANSMISSION_ROUGHNESS = 'Transmission Roughness'
TANGENT = 'Tangent'
else:
EMISSION_COLOR = 'Emission Color'
SUBSURFACE = 'Subsurface Weight'
SUBSURFACE_RADIUS = 'Subsurface Radius'
SUBSURFACE_COLOR = 'Subsurface Color'
SPECULAR = 'Specular IOR Level'
SPECULAR_TINT = 'Specular Tint'
ANISOTROPIC = 'Anisotropic'
ANISOTROPIC_ROT = 'Anisotropic Rotation'
SHEEN = 'Sheen Weight'
SHEEN_TINT = 'Sheen Tint'
SHEEN_ROUGHNESS = 'Sheen Roughness'
CLEARCOAT = 'Coat Weight'
CLEARCOAT_ROUGHNESS = 'Coat Roughness'
CLEARCOAT_NORMAL = 'Coat Normal'
COAT_IOR = 'Coat IOR'
COAT_TINT = 'Coat Tint'
TRANSMISSION = 'Transmission Weight'
TRANSMISSION_ROUGHNESS = 'Transmission Roughness'
TANGENT = 'Tangent'
THIN_WALL = 'Thin Wall'
def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None:
# Skip mixing if only one input is effectively used
if not node.inputs[0].is_linked:
if node.inputs[0].default_value <= 0.0:
if not node.inputs['Fac'].is_linked:
if node.inputs['Fac'].default_value <= 0.0:
c.parse_shader_input(node.inputs[1])
return
elif node.inputs[0].default_value >= 1.0:
elif node.inputs['Fac'].default_value >= 1.0:
c.parse_shader_input(node.inputs[2])
return
prefix = '' if node.inputs[0].is_linked else 'const '
fac = c.parse_value_input(node.inputs[0])
prefix = '' if node.inputs['Fac'].is_linked else 'const '
fac = c.parse_value_input(node.inputs['Fac'])
fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
fac_inv_var = c.node_name(node.name) + '_fac_inv'
state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac))
@ -36,134 +76,193 @@ def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket,
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
sss_before_1 = mat_state.needs_sss
bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[1])
o1 = c.parse_shader_input(node.inputs[1])
sss_1 = mat_state.needs_sss
ek1 = mat_state.emission_type
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 1
bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[2])
o2 = c.parse_shader_input(node.inputs[2])
sss_2 = mat_state.needs_sss
ek2 = mat_state.emission_type
mat_state.needs_sss = sss_1 or sss_2
if state.parse_surface:
state.out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var)
state.out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var)
state.out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var)
state.out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var)
state.out_specular = '({0} * {3} + {1} * {2})'.format(spec1, spec2, fac_var, fac_inv_var)
state.out_emission_col = '({0} * {3} + {1} * {2})'.format(emi1, emi2, fac_var, fac_inv_var)
fm = '{0} * {3} + {1} * {2}' # fac mix template: a*fac_inv + b*fac
fv = (fac_var, fac_inv_var)
state.out_basecol = fm.format(o1[0], o2[0], fv[0], fv[1])
state.out_roughness = fm.format(o1[1], o2[1], fv[0], fv[1])
state.out_metallic = fm.format(o1[2], o2[2], fv[0], fv[1])
state.out_occlusion = fm.format(o1[3], o2[3], fv[0], fv[1])
state.out_specular = fm.format(o1[4], o2[4], fv[0], fv[1])
state.out_emission_col = fm.format(o1[7], o2[7], fv[0], fv[1])
state.out_subsurface = fm.format(o1[8], o2[8], fv[0], fv[1])
state.out_subsurface_radius = fm.format(o1[9], o2[9], fv[0], fv[1])
state.out_subsurface_color = fm.format(o1[10], o2[10], fv[0], fv[1])
state.out_specular_tint = fm.format(o1[11], o2[11], fv[0], fv[1])
state.out_anisotropy = fm.format(o1[12], o2[12], fv[0], fv[1])
state.out_aniso_rot = fm.format(o1[13], o2[13], fv[0], fv[1])
state.out_sheen = fm.format(o1[14], o2[14], fv[0], fv[1])
state.out_sheen_rough = fm.format(o1[15], o2[15], fv[0], fv[1])
state.out_sheen_tint = fm.format(o1[16], o2[16], fv[0], fv[1])
state.out_clearcoat = fm.format(o1[17], o2[17], fv[0], fv[1])
state.out_clearcoat_rough = fm.format(o1[18], o2[18], fv[0], fv[1])
state.out_transmission = fm.format(o1[19], o2[19], fv[0], fv[1])
state.out_transmission_rough = fm.format(o1[20], o2[20], fv[0], fv[1])
state.out_thin_wall = fm.format(o1[21], o2[21], fv[0], fv[1])
state.out_tangent = fm.format(o1[22], o2[22], fv[0], fv[1])
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
if state.parse_opacity:
state.out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var)
state.out_ior = '({0} * {3} + {1} * {2})'.format(ior1, ior2, fac_var, fac_inv_var)
fm = '{0} * {3} + {1} * {2}'
fv = (fac_var, fac_inv_var)
state.out_opacity = fm.format(o1[5], o2[5], fv[0], fv[1])
state.out_ior = fm.format(o1[6], o2[6], fv[0], fv[1])
def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
sss_before_1 = mat_state.needs_sss
bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[0])
o1 = c.parse_shader_input(node.inputs[0])
sss_1 = mat_state.needs_sss
ek1 = mat_state.emission_type
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 0
bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[1])
o2 = c.parse_shader_input(node.inputs[1])
sss_2 = mat_state.needs_sss
ek2 = mat_state.emission_type
mat_state.needs_sss = sss_1 or sss_2
if state.parse_surface:
state.out_basecol = '({0} + {1})'.format(bc1, bc2)
state.out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2)
state.out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2)
state.out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2)
state.out_specular = '({0} * 0.5 + {1} * 0.5)'.format(spec1, spec2)
state.out_emission_col = '({0} + {1})'.format(emi1, emi2)
am = '{0} * 0.5 + {1} * 0.5' # add mix template (average)
state.out_basecol = '({0} + {1})'.format(o1[0], o2[0])
state.out_roughness = am.format(o1[1], o2[1])
state.out_metallic = am.format(o1[2], o2[2])
state.out_occlusion = am.format(o1[3], o2[3])
state.out_specular = am.format(o1[4], o2[4])
state.out_emission_col = '({0} + {1})'.format(o1[7], o2[7])
state.out_subsurface = am.format(o1[8], o2[8])
state.out_subsurface_radius = am.format(o1[9], o2[9])
state.out_subsurface_color = am.format(o1[10], o2[10])
state.out_specular_tint = am.format(o1[11], o2[11])
state.out_anisotropy = am.format(o1[12], o2[12])
state.out_aniso_rot = am.format(o1[13], o2[13])
state.out_sheen = am.format(o1[14], o2[14])
state.out_sheen_rough = am.format(o1[15], o2[15])
state.out_sheen_tint = am.format(o1[16], o2[16])
state.out_clearcoat = am.format(o1[17], o2[17])
state.out_clearcoat_rough = am.format(o1[18], o2[18])
state.out_transmission = am.format(o1[19], o2[19])
state.out_transmission_rough = am.format(o1[20], o2[20])
state.out_thin_wall = am.format(o1[21], o2[21])
state.out_tangent = am.format(o1[22], o2[22])
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
if state.parse_opacity:
state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
state.out_ior = '({0} * 0.5 + {1} * 0.5)'.format(ior1, ior2)
am = '{0} * 0.5 + {1} * 0.5'
state.out_opacity = am.format(o1[5], o2[5])
state.out_ior = am.format(o1[6], o2[6])
# TODO: Refactor using c.get_*_input()
if bpy.app.version < (2, 92, 0):
if bpy.app.version < (2, 91, 0):
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
if state.parse_surface:
c.write_normal(node.inputs[20])
state.out_basecol = c.parse_vector_input(node.inputs[0])
if node.inputs[1].is_linked or node.inputs[1].default_value > 0.0:
c.write_normal(node.inputs['Normal'])
state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
mat_state.needs_sss = True
state.out_metallic = c.parse_value_input(node.inputs[4])
state.out_specular = c.parse_value_input(node.inputs[5])
state.out_roughness = c.parse_value_input(node.inputs[7])
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):
emission_col = c.parse_vector_input(node.inputs[17])
state.out_subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
state.out_subsurface_radius = c.parse_vector_input(node.inputs[SUBSURFACE_RADIUS])
state.out_subsurface_color = c.parse_vector_input(node.inputs[SUBSURFACE_COLOR])
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SPECULAR_TINT]))
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
state.out_anisotropy = c.parse_value_input(node.inputs[ANISOTROPIC])
state.out_aniso_rot = c.parse_value_input(node.inputs[ANISOTROPIC_ROT])
state.out_sheen = c.parse_value_input(node.inputs[SHEEN])
state.out_sheen_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SHEEN_TINT]))
state.out_clearcoat = c.parse_value_input(node.inputs[CLEARCOAT])
state.out_clearcoat_rough = c.parse_value_input(node.inputs[CLEARCOAT_ROUGHNESS])
state.out_transmission = c.parse_value_input(node.inputs[TRANSMISSION])
trans_rough_socket = node.inputs.get(TRANSMISSION_ROUGHNESS)
if trans_rough_socket is not None:
state.out_transmission_rough = c.parse_value_input(trans_rough_socket)
state.out_tangent = c.parse_vector_input(node.inputs[TANGENT])
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):
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
state.out_emission_col = emission_col
mat_state.emission_type = mat_state.EmissionType.SHADED
else:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
if state.parse_opacity:
state.out_ior = c.parse_value_input(node.inputs[14])
# In Blender 2.83, Alpha socket is at index 18, not 19
state.out_ior = c.parse_value_input(node.inputs['IOR'])
if 'Alpha' in node.inputs:
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
else:
state.out_opacity = '1.0'
if bpy.app.version >= (2, 92, 0) and bpy.app.version <= (4, 1, 0):
if bpy.app.version >= (2, 91, 0) and bpy.app.version < (4, 0, 0):
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
if state.parse_surface:
c.write_normal(node.inputs[22])
state.out_basecol = c.parse_vector_input(node.inputs[0])
if node.inputs[1].is_linked or node.inputs[1].default_value > 0.0:
c.write_normal(node.inputs['Normal'])
state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
mat_state.needs_sss = True
# subsurface_radius = c.parse_vector_input(node.inputs[2])
# subsurface_color = c.parse_vector_input(node.inputs[3])
state.out_metallic = c.parse_value_input(node.inputs[6])
state.out_specular = c.parse_value_input(node.inputs[7])
# specular_tint = c.parse_vector_input(node.inputs[6])
state.out_roughness = c.parse_value_input(node.inputs[9])
# aniso = c.parse_vector_input(node.inputs[8])
# aniso_rot = c.parse_vector_input(node.inputs[9])
# sheen = c.parse_vector_input(node.inputs[10])
# sheen_tint = c.parse_vector_input(node.inputs[11])
# clearcoat = c.parse_vector_input(node.inputs[12])
# clearcoat_rough = c.parse_vector_input(node.inputs[13])
# ior = c.parse_vector_input(node.inputs[14])
# transmission = c.parse_vector_input(node.inputs[15])
# transmission_roughness = c.parse_vector_input(node.inputs[16])
state.out_subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
state.out_subsurface_radius = c.parse_vector_input(node.inputs[SUBSURFACE_RADIUS])
state.out_subsurface_color = c.parse_vector_input(node.inputs[SUBSURFACE_COLOR])
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SPECULAR_TINT]))
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
state.out_anisotropy = c.parse_value_input(node.inputs[ANISOTROPIC])
state.out_aniso_rot = c.parse_value_input(node.inputs[ANISOTROPIC_ROT])
state.out_sheen = c.parse_value_input(node.inputs[SHEEN])
state.out_sheen_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SHEEN_TINT]))
state.out_clearcoat = c.parse_value_input(node.inputs[CLEARCOAT])
state.out_clearcoat_rough = c.parse_value_input(node.inputs[CLEARCOAT_ROUGHNESS])
state.out_transmission = c.parse_value_input(node.inputs[TRANSMISSION])
state.out_transmission_rough = c.parse_value_input(node.inputs[TRANSMISSION_ROUGHNESS])
state.out_tangent = c.parse_vector_input(node.inputs[TANGENT])
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
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)):
emission_col = c.parse_vector_input(node.inputs[19])
emission_strength = c.parse_value_input(node.inputs[20])
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:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
# clearcoar_normal = c.parse_vector_input(node.inputs[21])
# tangent = c.parse_vector_input(node.inputs[22])
if state.parse_opacity:
state.out_ior = c.parse_value_input(node.inputs[16])
if len(node.inputs) >= 21:
state.out_opacity = c.parse_value_input(node.inputs[21])
if bpy.app.version > (4, 1, 0):
state.out_ior = c.parse_value_input(node.inputs['IOR'])
if 'Alpha' in node.inputs:
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
else:
state.out_opacity = '1.0'
if bpy.app.version >= (4, 0, 0):
def parse_bsdfprincipled(node: bpy.types.ShaderNodeBsdfPrincipled, out_socket: NodeSocket, state: ParserState) -> None:
if state.parse_surface:
c.write_normal(node.inputs[5])
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['Base Color'])
sss_input = node.inputs.get('Subsurface Weight') or node.inputs.get('Subsurface')
sss_input = node.inputs.get(SUBSURFACE)
if sss_input is not None:
if sss_input.is_linked or sss_input.default_value > 0.0:
mat_state.needs_sss = True
subsurface = c.parse_value_input(node.inputs[7])
subsurface_radius = c.parse_vector_input(node.inputs[9])
subsurface_color = c.parse_vector_input(node.inputs[8])
state.out_metallic = c.parse_value_input(node.inputs[1])
state.out_subsurface = c.parse_value_input(sss_input)
specular_socket = node.inputs.get('Specular IOR Level')
sss_radius_input = node.inputs.get(SUBSURFACE_RADIUS)
if sss_radius_input is not None:
state.out_subsurface_radius = c.parse_vector_input(sss_radius_input)
sss_color_input = node.inputs.get(SUBSURFACE_COLOR)
if sss_color_input is not None:
state.out_subsurface_color = c.parse_vector_input(sss_color_input)
else:
state.out_subsurface_color = c.parse_vector_input(node.inputs['Base Color'])
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
specular_socket = node.inputs.get(SPECULAR)
if specular_socket is not None:
state.out_specular = f'({c.parse_value_input(specular_socket)} * 2.0)'
else:
@ -172,89 +271,119 @@ if bpy.app.version > (4, 1, 0):
state.out_specular = c.parse_value_input(specular_socket)
else:
state.out_specular = '1.0'
state.out_roughness = c.parse_value_input(node.inputs[2])
spec_tint_socket = node.inputs.get(SPECULAR_TINT)
if spec_tint_socket is not None:
state.out_specular_tint = c.parse_vector_input(spec_tint_socket)
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
# 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
aniso_socket = node.inputs.get(ANISOTROPIC)
if aniso_socket is not None:
state.out_anisotropy = c.parse_value_input(aniso_socket)
aniso_rot_socket = node.inputs.get(ANISOTROPIC_ROT)
if aniso_rot_socket is not None:
state.out_aniso_rot = c.parse_value_input(aniso_rot_socket)
sheen_socket = node.inputs.get(SHEEN)
if sheen_socket is not None:
state.out_sheen = c.parse_value_input(sheen_socket)
sheen_rough_socket = node.inputs.get(SHEEN_ROUGHNESS)
if sheen_rough_socket is not None:
state.out_sheen_rough = c.parse_value_input(sheen_rough_socket)
sheen_tint_socket = node.inputs.get(SHEEN_TINT)
if sheen_tint_socket is not None:
state.out_sheen_tint = c.parse_vector_input(sheen_tint_socket)
coat_socket = node.inputs.get(CLEARCOAT)
if coat_socket is not None:
state.out_clearcoat = c.parse_value_input(coat_socket)
coat_rough_socket = node.inputs.get(CLEARCOAT_ROUGHNESS)
if coat_rough_socket is not None:
state.out_clearcoat_rough = c.parse_value_input(coat_rough_socket)
trans_socket = node.inputs.get(TRANSMISSION)
if trans_socket is not None:
state.out_transmission = c.parse_value_input(trans_socket)
trans_rough_socket = node.inputs.get(TRANSMISSION_ROUGHNESS)
if trans_rough_socket is not None:
state.out_transmission_rough = c.parse_value_input(trans_rough_socket)
thin_wall_socket = node.inputs.get(THIN_WALL)
if thin_wall_socket is not None:
state.out_thin_wall = c.parse_value_input(thin_wall_socket)
tangent_socket = node.inputs.get(TANGENT)
if tangent_socket is not None:
state.out_tangent = c.parse_vector_input(tangent_socket)
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
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)):
if bpy.app.version >= (4, 4, 0):
emission_col = c.parse_vector_input(node.inputs[27])
emission_strength = c.parse_value_input(node.inputs[28])
else:
emission_col = c.parse_vector_input(node.inputs[26])
emission_strength = c.parse_value_input(node.inputs[27])
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:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
#state.out_occlusion = state.out_roughness
#state.out_aniso = c.parse_vector_input(node.inputs[14])
#state.out_aniso_rot = c.parse_vector_input(node.inputs[15])
#state.out_sheen = c.parse_vector_input(node.inputs[23])
#state.out_sheen_tint = c.parse_vector_input(node.inputs[25])
#state.out_clearcoat = c.parse_vector_input(node.inputs[18])
#state.out_clearcoat_rough = c.parse_vector_input(node.inputs[19])
#state.out_ior = c.parse_value_input(node.inputs[3])
#state.out_transmission = c.parse_vector_input(node.inputs[17])
#state.out_transmission_roughness = state.out_roughness
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
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'
@ -264,16 +393,77 @@ 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:
pass
if state.parse_surface:
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
state.out_roughness = c.parse_value_input(node.inputs['RoughnessU'])
state.out_specular = '0.0'
rough_v_socket = node.inputs.get('RoughnessV')
if rough_v_socket is not None:
state.out_aniso_rot = c.parse_value_input(rough_v_socket)
tangent_socket = node.inputs.get('Tangent')
if tangent_socket is not None:
state.out_tangent = c.parse_vector_input(tangent_socket)
if bpy.app.version >= (2, 83, 0):
def parse_bsdfhairprincipled(node: 'bpy.types.ShaderNodeBsdfHairPrincipled', out_socket: NodeSocket, state: ParserState) -> None:
if state.parse_surface:
c.write_normal(node.inputs['Normal'])
parametrization = getattr(node, 'parametrization', 'COLOR')
if parametrization == 'COLOR':
color_socket = node.inputs.get('Color')
if color_socket is not None:
state.out_basecol = c.parse_vector_input(color_socket)
elif parametrization == 'MELANIN':
melanin_socket = node.inputs.get('Melanin')
if melanin_socket is not None:
state.out_subsurface = c.parse_value_input(melanin_socket)
melanin_red_socket = node.inputs.get('Melanin Redness')
if melanin_red_socket is not None:
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(melanin_red_socket))
elif parametrization == 'ABSORPTION':
absorption_socket = node.inputs.get('Absorption Coefficient')
if absorption_socket is not None:
state.out_specular_tint = c.parse_vector_input(absorption_socket)
tint_socket = node.inputs.get('Tint')
if tint_socket is not None:
state.out_subsurface_color = c.parse_vector_input(tint_socket)
rough_socket = node.inputs.get('Roughness')
if rough_socket is not None:
state.out_roughness = c.parse_value_input(rough_socket)
model = getattr(node, 'model', 'CHIANG')
if model == 'CHIANG':
radial_rough_socket = node.inputs.get('Radial Roughness')
if radial_rough_socket is not None:
state.out_aniso_rot = c.parse_value_input(radial_rough_socket)
coat_socket = node.inputs.get('Coat')
if coat_socket is not None:
state.out_clearcoat = c.parse_value_input(coat_socket)
random_color_socket = node.inputs.get('Random Color')
if random_color_socket is not None:
state.out_sheen = c.parse_value_input(random_color_socket)
random_rough_socket = node.inputs.get('Random Roughness')
if random_rough_socket is not None:
state.out_sheen_rough = c.parse_value_input(random_rough_socket)
offset_socket = node.inputs.get('Offset')
if offset_socket is not None:
state.out_anisotropy = c.parse_value_input(offset_socket)
state.out_specular = '0.0'
state.out_metallic = '0.0'
if state.parse_opacity:
ior_socket = node.inputs.get('IOR')
if ior_socket is not None:
state.out_ior = c.parse_value_input(ior_socket)
state.out_opacity = '1.0'
def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, state: ParserState) -> None:
@ -284,46 +474,50 @@ 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'])
state.out_subsurface = c.parse_value_input(node.inputs['Scale'])
state.out_subsurface_radius = c.parse_vector_input(node.inputs['Radius'])
state.out_subsurface_color = c.parse_vector_input(node.inputs['Color'])
state.out_specular = '0.0'
def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, state: ParserState) -> None:
# c.write_normal(node.inputs[3])
pass
if state.parse_surface:
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['Size'])
state.out_specular = '0.0'
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'

View File

@ -856,6 +856,22 @@ def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):
# We may not use emission, but the attribute will then be removed
# by the shader compiler
frag.write('vec3 emissionCol;')
# Extended BRDF parameters
frag.write('float subsurface = 0.0;')
frag.write('vec3 subsurfaceRadius = vec3(0.0);')
frag.write('vec3 subsurfaceColor = vec3(0.8);')
frag.write('vec3 specularTint = vec3(1.0);')
frag.write('float anisotropy = 0.0;')
frag.write('float anisoRot = 0.0;')
frag.write('float sheen = 0.0;')
frag.write('float sheenRough = 0.5;')
frag.write('vec3 sheenTint = vec3(1.0);')
frag.write('float clearcoat = 0.0;')
frag.write('float clearcoatRough = 0.03;')
frag.write('float transmission = 0.0;')
frag.write('float transmissionRough = 0.0;')
frag.write('float thinWall = 0.0;')
frag.write('vec3 tangent = vec3(0.0);')
if parse_opacity:
frag.write('float opacity;')
frag.write('float ior = 1.45;')

View File

@ -165,6 +165,10 @@ ALL_NODES: Dict[str, MaterialNodeMeta] = {
'TRANSPARENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
'BSDF_REFRACTION': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
'REFRACTION_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
'BSDF_TOON': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftoon),
'TOON_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftoon),
'BSDF_HAIR': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhair),
'HAIR_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhair),
'EMISSION': MaterialNodeMeta(parse_func=nodes_shader.parse_emission),
'HOLDOUT': MaterialNodeMeta(
parse_func=nodes_shader.parse_holdout,
@ -205,11 +209,14 @@ 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)
if bpy.app.version >= (2, 83, 0):
ALL_NODES['BSDF_HAIR_PRINCIPLED'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhairprincipled)
if bpy.app.version < (5, 0, 0):
ALL_NODES['TEX_POINTDENSITY'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_pointdensity, compute_dxdy_variants=ComputeDXDYVariant.NEVER)

View File

@ -99,6 +99,21 @@ class ParserState:
self.out_opacity: floatstr = '1.0'
self.out_ior: floatstr = '1.450'
self.out_emission_col: vec3str = 'vec3(0.0)'
self.out_subsurface: floatstr = '0.0'
self.out_subsurface_radius: vec3str = 'vec3(0.0)'
self.out_subsurface_color: vec3str = 'vec3(0.8)'
self.out_specular_tint: vec3str = 'vec3(1.0)'
self.out_anisotropy: floatstr = '0.0'
self.out_aniso_rot: floatstr = '0.0'
self.out_sheen: floatstr = '0.0'
self.out_sheen_rough: floatstr = '0.5'
self.out_sheen_tint: vec3str = 'vec3(1.0)'
self.out_clearcoat: floatstr = '0.0'
self.out_clearcoat_rough: floatstr = '0.03'
self.out_transmission: floatstr = '0.0'
self.out_transmission_rough: floatstr = '0.0'
self.out_thin_wall: floatstr = '0.0'
self.out_tangent: vec3str = 'vec3(0.0)'
def reset_outs(self):
"""Reset the shader output values to their default values."""
@ -110,11 +125,34 @@ class ParserState:
self.out_opacity = '1.0'
self.out_ior = '1.450'
self.out_emission_col = 'vec3(0.0)'
self.out_subsurface = '0.0'
self.out_subsurface_radius = 'vec3(0.0)'
self.out_subsurface_color = 'vec3(0.8)'
self.out_specular_tint = 'vec3(1.0)'
self.out_anisotropy = '0.0'
self.out_aniso_rot = '0.0'
self.out_sheen = '0.0'
self.out_sheen_rough = '0.5'
self.out_sheen_tint = 'vec3(1.0)'
self.out_clearcoat = '0.0'
self.out_clearcoat_rough = '0.03'
self.out_transmission = '0.0'
self.out_transmission_rough = '0.0'
self.out_thin_wall = '0.0'
self.out_tangent = 'vec3(0.0)'
def get_outs(self) -> Tuple[vec3str, floatstr, floatstr, floatstr, floatstr, floatstr, floatstr, vec3str]:
def get_outs(self) -> Tuple:
"""Return the shader output values as a tuple."""
return (self.out_basecol, self.out_roughness, self.out_metallic, self.out_occlusion, self.out_specular,
self.out_opacity, self.out_ior, self.out_emission_col)
return (self.out_basecol, self.out_roughness, self.out_metallic,
self.out_occlusion, self.out_specular, self.out_opacity,
self.out_ior, self.out_emission_col,
self.out_subsurface, self.out_subsurface_radius,
self.out_subsurface_color, self.out_specular_tint,
self.out_anisotropy, self.out_aniso_rot,
self.out_sheen, self.out_sheen_rough, self.out_sheen_tint,
self.out_clearcoat, self.out_clearcoat_rough,
self.out_transmission, self.out_transmission_rough,
self.out_thin_wall, self.out_tangent)
def get_parser_pass_suffix(self) -> str:

View File

@ -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:

View File

@ -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')