from __future__ import annotations import math import os from typing import Union import bpy import lnx.assets as assets import lnx.log as log import lnx.material.cycles as c import lnx.material.cycles_functions as c_functions from lnx.material.parser_state import ParserState, ParserContext, ParserPass from lnx.material.shader import floatstr, vec3str import lnx.utils import lnx.write_probes as write_probes if lnx.is_reload(__name__): assets = lnx.reload_module(assets) log = lnx.reload_module(log) c = lnx.reload_module(c) c_functions = lnx.reload_module(c_functions) lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state) from lnx.material.parser_state import ParserState, ParserContext, ParserPass lnx.material.shader = lnx.reload_module(lnx.material.shader) from lnx.material.shader import floatstr, vec3str lnx.utils = lnx.reload_module(lnx.utils) write_probes = lnx.reload_module(write_probes) else: lnx.enable_reload(__name__) def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: state.curshader.add_function(c_functions.str_tex_brick_blender) if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' offset_amount = node.offset offset_frequency = node.offset_frequency squash_amount = node.squash squash_frequency = node.squash_frequency col1 = c.get_vector_input(node, ['Color1']) col2 = c.get_vector_input(node, ['Color2']) mortar = c.get_vector_input(node, ['Mortar']) scale = c.get_value_input(node, ['Scale']) mortar_size = c.get_value_input(node, ['Mortar Size']) mortar_smooth = c.get_value_input(node, ['Mortar Smooth']) bias = c.get_value_input(node, ['Bias']) brick_width = c.get_value_input(node, ['Brick Width']) row_height = c.get_value_input(node, ['Row Height']) #res = f'tex_brick({co} * {scale}, {col1}, {col2}, {mortar})' # Color if out_socket == node.outputs['Color']: res = f'tex_brick_blender({co}, {col1}, {col2}, {mortar}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})' # Fac else: res = f'tex_brick_blender_f({co}, {col1}, {col2}, {mortar}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})' return res def parse_tex_checker(node: bpy.types.ShaderNodeTexChecker, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: state.curshader.add_function(c_functions.str_tex_checker) if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' scale = c.get_value_input(node, ['Scale']) # Color if out_socket == node.outputs['Color']: col1 = c.get_vector_input(node, ['Color1']) col2 = c.get_vector_input(node, ['Color2']) res = f'tex_checker({co}, {col1}, {col2}, {scale})' # Fac else: res = 'tex_checker_f({0}, {1})'.format(co, scale) return res def parse_tex_gradient(node: bpy.types.ShaderNodeTexGradient, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' grad = node.gradient_type if grad == 'LINEAR': f = f'{co}.x' elif grad == 'QUADRATIC': f = f'max({co}.x, 0.0)' f = f'({f} * {f})' elif grad == 'EASING': f = f'clamp({co}.x, 0.0, 1.0)' f = f'({f} * {f} * (3.0 - 2.0 * {f}))' elif grad == 'DIAGONAL': f = f'({co}.x + {co}.y) * 0.5' elif grad == 'RADIAL': f = f'atan({co}.y, {co}.x) / PI2 + 0.5' elif grad == 'QUADRATIC_SPHERE': f = f'max(1.0 - sqrt({co}.x * {co}.x + {co}.y * {co}.y + {co}.z * {co}.z), 0.0)' f = f'({f} * {f})' else: # SPHERICAL f = f'max(1.0 - sqrt({co}.x * {co}.x + {co}.y * {co}.y + {co}.z * {co}.z), 0.0)' # Color if out_socket == node.outputs['Color']: res = f'vec3(clamp({f}, 0.0, 1.0))' # Fac else: res = f'(clamp({f}, 0.0, 1.0))' return res def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: # Color or Alpha output use_color_out = out_socket == node.outputs['Color'] if state.context == ParserContext.OBJECT: tex_store = c.store_var_name(node) if c.node_need_reevaluation_for_screenspace_derivative(node): tex_store += state.get_parser_pass_suffix() # Already fetched if c.is_parsed(tex_store): if use_color_out: return f'{tex_store}.rgb' else: return f'{tex_store}.a' tex_name = c.node_name(node.name) tex = c.make_texture_from_image_node(node, tex_name) tex_link = None tex_default_file = None is_lnx_mat_param = None if node.lnx_material_param: tex_link = node.name is_lnx_mat_param = True if tex is not None: state.curshader.write_textures += 1 if node.lnx_material_param and tex['file'] is not None: tex_default_file = tex['file'] unpremultiply = node.image is not None and node.image.alpha_mode != 'CHANNEL_PACKED' if use_color_out: to_linear = node.image is not None and node.image.colorspace_settings.name == 'sRGB' res = f'{c.texture_store(node, tex, tex_name, to_linear, unpremultiply, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.rgb' else: res = f'{c.texture_store(node, tex, tex_name, unpremultiply, tex_link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param)}.a' state.curshader.write_textures -= 1 return res # Empty texture elif node.image is None: tex = { 'name': tex_name, 'file': '' } if use_color_out: return '{0}.rgb'.format(c.texture_store(node, tex, tex_name, to_linear=False, unpremultiply=False, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param)) return '{0}.a'.format(c.texture_store(node, tex, tex_name, to_linear=True, unpremultiply=False, tex_link=tex_link, is_lnx_mat_param=is_lnx_mat_param)) # Pink color for missing texture else: if use_color_out: state.parsed.add(tex_store) state.curshader.write_textures += 1 state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);') state.curshader.write_textures -= 1 return f'{tex_store}.rgb' else: state.curshader.write(f'vec4 {tex_store} = vec4(1.0, 0.0, 1.0, 1.0);') return f'{tex_store}.a' # World context # TODO: Merge with above implementation to also allow mappings other than using view coordinates else: world = state.world world.world_defs += '_EnvImg' # Background texture state.curshader.add_uniform('sampler2D envmap', link='_envmap') state.curshader.add_uniform('vec2 screenSize', link='_screenSize') image = node.image if image is None: log.warn(f'World "{world.name}": image texture node "{node.name}" is empty') return 'vec3(0.0, 0.0, 0.0)' if use_color_out else '0.0' filepath = image.filepath if image.packed_file is not None: # Extract packed data filepath = lnx.utils.build_dir() + '/compiled/Assets/unpacked' unpack_path = lnx.utils.get_fp() + filepath if not os.path.exists(unpack_path): os.makedirs(unpack_path) unpack_filepath = unpack_path + '/' + image.name if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size: with open(unpack_filepath, 'wb') as f: f.write(image.packed_file.data) assets.add(unpack_filepath) else: # Link image path to assets assets.add(lnx.utils.asset_path(image.filepath)) # Reference image name tex_file = lnx.utils.extract_filename(image.filepath) base = tex_file.rsplit('.', 1) ext = base[1].lower() if ext == 'hdr': target_format = 'HDR' else: target_format = 'JPEG' # Generate prefiltered envmaps world.lnx_envtex_name = tex_file world.lnx_envtex_irr_name = tex_file.rsplit('.', 1)[0] disable_hdr = target_format == 'JPEG' from_srgb = image.colorspace_settings.name == "sRGB" rpdat = lnx.utils.get_rp() mip_count = world.lnx_envtex_num_mips mip_count = write_probes.write_probes(filepath, disable_hdr, from_srgb, mip_count, lnx_radiance=rpdat.lnx_radiance) world.lnx_envtex_num_mips = mip_count # Will have to get rid of gl_FragCoord, pass texture coords from vertex shader state.curshader.write_init('vec2 texco = gl_FragCoord.xy / screenSize;') return 'texture(envmap, vec2(texco.x, 1.0 - texco.y)).rgb * envmapStrength' def parse_tex_magic(node: bpy.types.ShaderNodeTexMagic, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: state.curshader.add_function(c_functions.str_tex_magic) if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' scale = c.get_value_input(node, ['Scale']) distortion = c.get_value_input(node, ['Distortion']) depth = node.turbulence_depth if out_socket == node.outputs['Color']: res = f'tex_magic({co} * {scale}, {distortion}, {depth})' else: res = f'tex_magic_f({co} * {scale}, {distortion}, {depth})' return res if bpy.app.version < (4, 1, 0): def parse_tex_musgrave(node: bpy.types.ShaderNodeTexMusgrave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: state.curshader.add_function(c_functions.str_tex_musgrave) if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' scale = c.get_value_input(node, ['Scale']) detail = c.get_value_input(node, ['Detail']) dimension = c.get_value_input(node, ['Dimension']) res = f'tex_musgrave_f({co} * {scale} * 0.5, {detail}, {dimension})' # FIXME: a `distortion` is applied instead of a `dimension` return res def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: c.write_procedurals() state.curshader.add_function(c_functions.str_tex_noise) if 'Vector' in node.inputs and node.inputs['Vector'].is_linked: co = c.parse_vector_input(node.inputs['Vector']) elif node.inputs[0].is_linked: co = c.parse_vector_input(node.inputs[0]) else: co = 'bposition' w = c.parse_value_input(node.inputs['W']) if 'W' in node.inputs else '0.0' scale = c.parse_value_input(node.inputs['Scale']) if 'Scale' in node.inputs else '1.0' detail = c.parse_value_input(node.inputs['Detail']) if 'Detail' in node.inputs else '2.0' roughness = c.parse_value_input(node.inputs['Roughness']) if 'Roughness' in node.inputs else '0.5' lacunarity = c.parse_value_input(node.inputs['Lacunarity']) if 'Lacunarity' in node.inputs else '2.0' offset = c.parse_value_input(node.inputs['Offset']) if 'Offset' in node.inputs else '0.0' gain = c.parse_value_input(node.inputs['Gain']) if 'Gain' in node.inputs else '1.0' distortion = c.parse_value_input(node.inputs['Distortion']) if 'Distortion' in node.inputs else '0.0' dimensions = getattr(node, 'noise_dimensions', '3D') noise_type = getattr(node, 'noise_type', 'FBM') normalize = 'true' if getattr(node, 'normalize', True) else 'false' type_map = { 'FBM': 'noise_fbm', 'MULTIFRACTAL': 'noise_multi_fractal', 'RIDGED_MULTIFRACTAL': 'noise_ridged_multi_fractal', 'HYBRID_MULTIFRACTAL': 'noise_hybrid_multi_fractal', 'HETERO_TERRAIN': 'noise_hetero_terrain' } func_name = type_map.get(noise_type, 'noise_fbm') is_color = (out_socket == node.outputs[1]) or (getattr(out_socket, 'name', '') == 'Color') if dimensions == '1D': p_expr = f"({w}) * ({scale})" dist_expr = f"({p_expr}) + snoise(({p_expr}) + random_float_offset(0.0)) * ({distortion})" if distortion != '0.0' else p_expr if is_color: res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_float_offset(1.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_float_offset(2.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))" else: res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})" elif dimensions == '2D': p_expr = f"({co}).xy * ({scale})" dist_expr = f"({p_expr}) + vec2(snoise(({p_expr}) + random_vec2_offset(0.0)) * ({distortion}), snoise(({p_expr}) + random_vec2_offset(1.0)) * ({distortion}))" if distortion != '0.0' else p_expr if is_color: res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec2_offset(2.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec2_offset(3.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))" else: res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})" elif dimensions == '4D': p_expr = f"vec4({co}, {w}) * ({scale})" dist_expr = f"({p_expr}) + vec4(snoise(({p_expr}) + random_vec4_offset(0.0)) * ({distortion}), snoise(({p_expr}) + random_vec4_offset(1.0)) * ({distortion}), snoise(({p_expr}) + random_vec4_offset(2.0)) * ({distortion}), snoise(({p_expr}) + random_vec4_offset(3.0)) * ({distortion}))" if distortion != '0.0' else p_expr if is_color: res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec4_offset(4.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec4_offset(5.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))" else: res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})" else: p_expr = f"({co}) * ({scale})" dist_expr = f"({p_expr}) + vec3(snoise(({p_expr}) + random_vec3_offset(0.0)) * ({distortion}), snoise(({p_expr}) + random_vec3_offset(1.0)) * ({distortion}), snoise(({p_expr}) + random_vec3_offset(2.0)) * ({distortion}))" if distortion != '0.0' else p_expr if is_color: res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec3_offset(3.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec3_offset(4.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))" else: res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})" return res if bpy.app.version < (5, 0, 0): def parse_tex_pointdensity(node: bpy.types.ShaderNodeTexPointDensity, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: # Pass through # Color if out_socket == node.outputs['Color']: return c.to_vec3([0.0, 0.0, 0.0]) # Density else: return '0.0' def parse_tex_sky(node: bpy.types.ShaderNodeTexSky, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: if state.context == ParserContext.OBJECT: # Pass through return c.to_vec3([0.0, 0.0, 0.0]) state.world.world_defs += '_EnvSky' if node.sky_type == 'PREETHAM' or node.sky_type == 'HOSEK_WILKIE': return parse_sky_hosekwilkie(node, state) elif node.sky_type == 'NISHITA' or node.sky_type == 'SINGLE_SCATTERING': return parse_sky_single_scattering(node, state) elif node.sky_type == 'MULTIPLE_SCATTERING': return parse_sky_multiple_scattering(node, state) else: log.error(f'Unsupported sky model: {node.sky_type}!') return c.to_vec3([0.0, 0.0, 0.0]) def parse_sky_hosekwilkie(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str: world = state.world curshader = state.curshader assets.add_khafile_def('lnx_hosek') curshader.add_uniform('vec3 A', link="_hosekA") curshader.add_uniform('vec3 B', link="_hosekB") curshader.add_uniform('vec3 C', link="_hosekC") curshader.add_uniform('vec3 D', link="_hosekD") curshader.add_uniform('vec3 E', link="_hosekE") curshader.add_uniform('vec3 F', link="_hosekF") curshader.add_uniform('vec3 G', link="_hosekG") curshader.add_uniform('vec3 H', link="_hosekH") curshader.add_uniform('vec3 I', link="_hosekI") curshader.add_uniform('vec3 Z', link="_hosekZ") curshader.add_uniform('vec3 hosekSunDirection', link="_hosekSunDirection") curshader.add_function("""vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) { \tvec3 chi = (1 + cos_gamma * cos_gamma) / pow(1 + H * H - 2 * cos_gamma * H, vec3(1.5)); \treturn (1 + A * exp(B / (cos_theta + 0.01))) * (C + D * exp(E * gamma) + F * (cos_gamma * cos_gamma) + G * chi + I * sqrt(cos_theta)); }""") world.lnx_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]] world.lnx_envtex_turbidity = node.turbidity world.lnx_envtex_ground_albedo = node.ground_albedo wrd = bpy.data.worlds['Lnx'] rpdat = lnx.utils.get_rp() mobile_mat = rpdat.lnx_material_model == 'Mobile' or rpdat.lnx_material_model == 'Solid' if not state.radiance_written: # Irradiance json file name wname = lnx.utils.safestr(world.name) world.lnx_envtex_irr_name = wname write_probes.write_sky_irradiance(wname) # Radiance if rpdat.lnx_radiance and rpdat.lnx_irradiance and not mobile_mat: if '_Rad' not in wrd.world_defs: wrd.world_defs += '_Rad' assets.add_khafile_def("lnx_radiance") hosek_path = 'leenkx/Assets/hosek/' sdk_path = lnx.utils.get_sdk_path() # Use fake maps for now assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance.hdr') for i in range(0, 8): assets.add(sdk_path + '/' + hosek_path + 'hosek_radiance_' + str(i) + '.hdr') world.lnx_envtex_name = 'hosek' world.lnx_envtex_num_mips = 8 state.radiance_written = True curshader.write('float cos_theta = clamp(pos.z, 0.0, 1.0);') curshader.write('float cos_gamma = dot(pos, hosekSunDirection);') curshader.write('float gamma_val = acos(cos_gamma);') return 'Z * hosekWilkie(cos_theta, gamma_val, cos_gamma) * envmapStrength;' def parse_sky_single_scattering(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str: curshader = state.curshader curshader.add_include('std/sky.glsl') curshader.add_uniform('vec3 sunDir', link='_sunDirection') curshader.add_uniform('sampler2D singleScatterLUT', link='_singleScatterLUT', included=True, tex_addr_u='clamp', tex_addr_v='clamp') curshader.add_uniform('vec2 skyDensity', link='_skyDensity', included=True) planet_radius = 6360e3 # Earth radius used in Blender ray_origin_z = planet_radius + node.altitude dust_density = node.aerosol_density if bpy.app.version >= (5, 0, 0) else node.dust_density state.world.lnx_sky_density = [node.air_density, dust_density, node.ozone_density] state.world.lnx_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]] sun = '' if node.sun_disc: # The sun size is calculated relative in terms of the distance # between the sun position and the sky dome normal at every # pixel (see sun_disk() in sky.glsl). # # An isosceles triangle is created with the camera at the # opposite side of the base with node.sun_size being the vertex # angle from which the base angle theta is calculated. Iron's # skydome geometry roughly resembles a unit sphere, so the leg # size is set to 1. The base size is the doubled normal-relative # target size. # sun_size is already in radians despite being degrees in the UI theta = 0.5 * (math.pi - node.sun_size) size = math.cos(theta) sun = f'* sun_disk(pos, sunDir, {size}, {node.sun_intensity})' return f'single_scatter_atmosphere(pos, vec3(0, 0, {ray_origin_z}), sunDir, {planet_radius}){sun}' def parse_sky_multiple_scattering(node: bpy.types.ShaderNodeTexSky, state: ParserState) -> vec3str: curshader = state.curshader curshader.add_include('std/sky.glsl') curshader.add_uniform('vec3 sunDir', link='_sunDirection') curshader.add_uniform('sampler2D multiScatterLUT', link='_multiScatterLUT', included=True, tex_addr_u='repeat', tex_addr_v='clamp') curshader.add_uniform('vec4 multiScatterParams', link='_multiScatterParams', included=True) curshader.add_uniform('vec4 multiScatterSunBottom', link='_multiScatterSunBottom', included=True) curshader.add_uniform('vec3 multiScatterSunTop', link='_multiScatterSunTop', included=True) dust_density = node.aerosol_density if bpy.app.version >= (5, 0, 0) else node.dust_density state.world.lnx_sky_density = [node.air_density, dust_density, node.ozone_density] state.world.lnx_sky_sun_elevation = node.sun_elevation state.world.lnx_sky_sun_rotation = node.sun_rotation state.world.lnx_sky_sun_size = node.sun_size state.world.lnx_sky_sun_intensity = node.sun_intensity if node.sun_disc else 0.0 state.world.lnx_sky_altitude = node.altitude state.world.lnx_sky_sun_disc = 1 if node.sun_disc else 0 state.world.lnx_envtex_sun_direction = [node.sun_direction[0], node.sun_direction[1], node.sun_direction[2]] return f'multi_scatter_atmosphere(pos)' def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: if node.image is None: return c.to_vec3([1.0, 0.0, 1.0]) image = node.image # Object context: sample environment texture directly in material shader. if state.context == ParserContext.OBJECT: tex_store = c.store_var_name(node) if c.node_need_reevaluation_for_screenspace_derivative(node): tex_store += state.get_parser_pass_suffix() if c.is_parsed(tex_store): return f'{tex_store}.rgb' state.parsed.add(tex_store) tex_name = c.node_name(node.name) tex_link = None tex_default_file = None is_lnx_mat_param = None if node.lnx_material_param: tex_link = node.name is_lnx_mat_param = True tex = c.make_texture( image, tex_name, c.mat_get_material(), getattr(node, 'interpolation', 'Smart'), getattr(node, 'extension', 'REPEAT') ) if tex is None: log.warn(f'Object "{state.tree_name}": missing environment texture image "{node.name}"') return c.to_vec3([1.0, 0.0, 1.0]) if is_lnx_mat_param is None: c.mat_bind_texture(tex) state.con.add_elem('tex', 'short2norm') state.curshader.add_uniform(f'sampler2D {tex_name}', link=tex_link, default_value=tex_default_file, is_lnx_mat_param=is_lnx_mat_param) state.curshader.add_include('std/math.glsl') if node.inputs[0].is_linked: co = c.parse_vector_input(node.inputs[0]) else: state.curshader.add_uniform('vec3 cameraPos', link='_cameraPosition') co = 'reflect(normalize(wposition - cameraPos), n)' if node.projection == 'EQUIRECTANGULAR': state.curshader.write(f'vec2 uv = envMapEquirect(normalize({co}));') else: state.curshader.write(f'vec2 uv = envMapMirror(normalize({co}));') state.curshader.write(f'vec4 {tex_store} = textureLod({tex_name}, uv, 0.0);') if image.colorspace_settings.name == 'sRGB': state.curshader.write(f'{tex_store}.rgb = pow({tex_store}.rgb, vec3(2.2));') return f'{tex_store}.rgb' world = state.world world.world_defs += '_EnvTex' curshader = state.curshader curshader.add_include('std/math.glsl') curshader.add_uniform('sampler2D envmap', link='_envmap') filepath = image.filepath if image.packed_file is None and not os.path.isfile(lnx.utils.asset_path(filepath)): log.warn(world.name + ' - unable to open ' + image.filepath) return c.to_vec3([1.0, 0.0, 1.0]) # Reference image name tex_file = lnx.utils.extract_filename(image.filepath) base = tex_file.rsplit('.', 1) ext = base[1].lower() if ext == 'hdr': target_format = 'HDR' else: target_format = 'JPEG' do_convert = ext != 'hdr' and ext != 'jpg' if do_convert: if ext == 'exr': tex_file = base[0] + '.hdr' target_format = 'HDR' else: tex_file = base[0] + '.jpg' target_format = 'JPEG' if image.packed_file is not None: # Extract packed data unpack_path = lnx.utils.get_fp_build() + '/compiled/Assets/unpacked' if not os.path.exists(unpack_path): os.makedirs(unpack_path) unpack_filepath = unpack_path + '/' + tex_file filepath = unpack_filepath if do_convert: if not os.path.isfile(unpack_filepath): lnx.utils.convert_image(image, unpack_filepath, target_format) elif not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size: with open(unpack_filepath, 'wb') as f: f.write(image.packed_file.data) assets.add(unpack_filepath) else: if do_convert: unpack_path = lnx.utils.get_fp_build() + '/compiled/Assets/unpacked' if not os.path.exists(unpack_path): os.makedirs(unpack_path) converted_path = unpack_path + '/' + tex_file filepath = converted_path # TODO: delete cache when file changes if not os.path.isfile(converted_path): lnx.utils.convert_image(image, converted_path, file_format=target_format) assets.add(converted_path) else: # Link image path to assets assets.add(lnx.utils.asset_path(image.filepath)) rpdat = lnx.utils.get_rp() if not state.radiance_written: # Generate prefiltered envmaps world.lnx_envtex_name = tex_file world.lnx_envtex_irr_name = tex_file.rsplit('.', 1)[0] disable_hdr = target_format == 'JPEG' from_srgb = image.colorspace_settings.name == "sRGB" mip_count = world.lnx_envtex_num_mips mip_count = write_probes.write_probes(filepath, disable_hdr, from_srgb, mip_count, lnx_radiance=rpdat.lnx_radiance) world.lnx_envtex_num_mips = mip_count state.radiance_written = True # Append LDR define if disable_hdr: world.world_defs += '_EnvLDR' assets.add_khafile_def("lnx_envldr") wrd = bpy.data.worlds['Lnx'] mobile_mat = rpdat.lnx_material_model == 'Mobile' or rpdat.lnx_material_model == 'Solid' # Append radiance define if rpdat.lnx_irradiance and rpdat.lnx_radiance and not mobile_mat: if '_Rad' not in wrd.world_defs: wrd.world_defs += '_Rad' assets.add_khafile_def("lnx_radiance") if node.inputs[0].is_linked: co = c.parse_vector_input(node.inputs[0]) else: co = 'pos' if node.projection == 'EQUIRECTANGULAR': return f'texture(envmap, envMapEquirect({co})).rgb * envmapStrength' else: return f'texture(envmap, envMapMirror({co})).rgb * envmapStrength' def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: outp = 0 if out_socket.type == 'RGBA': outp = 1 elif out_socket.type == 'VECTOR': outp = 2 elif out_socket.name == 'W': outp = 3 m = 0 if node.distance == 'MANHATTAN': m = 1 elif node.distance == 'CHEBYCHEV': m = 2 elif node.distance == 'MINKOWSKI': m = 3 exp = c.get_value_input(node, ['Exponent']) f = 0 if node.feature == 'F2': f = 1 elif node.feature == 'SMOOTH_F1': f = 2 elif node.feature == 'DISTANCE_TO_EDGE': f = 3 elif node.feature == 'N_SPHERE_RADIUS': f = 4 dim = node.voronoi_dimensions normalize = 1 if node.normalize else 0 c.write_procedurals() state.curshader.add_function(getattr(c_functions, f'str_tex_voronoi_{bpy.app.version[0]}')) if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' w = c.get_value_input(node, ['W']) if 'W' in node.inputs else '0.0' scale = c.get_value_input(node, ['Scale']) if 'Scale' in node.inputs else '5.0' detail = c.get_value_input(node, ['Detail']) if 'Detail' in node.inputs else '0.0' roughness = c.get_value_input(node, ['Roughness']) if 'Roughness' in node.inputs else '0.5' lacunarity = c.get_value_input(node, ['Lacunarity']) if 'Lacunarity' in node.inputs else '2.0' smoothness = c.get_value_input(node, ['Smoothness']) if 'Smoothness' in node.inputs else '1.0' randomness = c.get_value_input(node, ['Randomness']) if 'Randomness' in node.inputs else '1.0' if out_socket == node.outputs['Color'] or out_socket == node.outputs['Position']: res = 'tex_voronoi_{0}({1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}, {11}, {12}, {13})'.format(dim.lower(), co, randomness, m, outp, scale, exp, w, detail, roughness, lacunarity, smoothness, f, normalize) else: res = 'tex_voronoi_{0}({1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}, {11}, {12}, {13}).x'.format(dim.lower(), co, randomness, m, outp, scale, exp, w, detail, roughness, lacunarity, smoothness, f, normalize) return res def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: c.write_procedurals() state.curshader.add_function(c_functions.str_tex_noise) state.curshader.add_function(c_functions.str_tex_wave) if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' scale = c.get_value_input(node, ['Scale']) distortion = c.get_value_input(node, ['Distortion']) detail = c.get_value_input(node, ['Detail']) detail_scale = c.get_value_input(node, ['Detail Scale']) detail_roughness = c.get_value_input(node, ['Detail Roughness']) phase_offset = c.get_value_input(node, ['Phase Offset']) wave_type = 0 if node.wave_type == 'BANDS' else 1 dir_map = {'X': 0, 'Y': 1, 'Z': 2, 'DIAGONAL': 3} if hasattr(node, 'wave_direction'): wave_dir = dir_map.get(node.wave_direction, 0) elif wave_type == 0: wave_dir = dir_map.get(node.bands_direction, 0) else: wave_dir = dir_map.get(node.rings_direction, 0) if node.wave_profile == 'SIN': wave_profile = 0 elif node.wave_profile == 'SAW': wave_profile = 1 else: wave_profile = 2 args = '{0} * {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}'.format( co, scale, wave_type, wave_dir, wave_profile, distortion, detail, detail_scale, phase_offset, detail_roughness ) if out_socket == node.outputs['Color']: res = 'vec3(tex_wave_f({0}))'.format(args) else: res = 'tex_wave_f({0})'.format(args) return res def parse_tex_gabor(node: bpy.types.ShaderNodeTexGabor, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: c.write_procedurals() state.curshader.add_function(c_functions.str_tex_gabor) if node.inputs['Vector'].is_linked: co = c.get_vector_input(node, ['Vector']) else: co = 'bposition' scale = c.get_value_input(node, ['Scale']) freq = c.get_value_input(node, ['Frequency']) anisotropy = c.get_value_input(node, ['Anisotropy']) gabor_type = '0.0' if node.gabor_type == '2D' else '1.0' if node.gabor_type == '2D': orientation_2d = c.get_value_input(node, ['Orientation']) orientation_3d = 'vec3(0.0)' else: orientation_2d = '0.0' orientation_3d = c.get_vector_input(node, ['Orientation']) args = '{0}, {1}, {2}, {3}, {4}, {5}, {6}'.format( co, scale, freq, anisotropy, orientation_2d, orientation_3d, gabor_type ) if out_socket == node.outputs['Phase']: return 'tex_gabor_phase({0})'.format(args) elif out_socket == node.outputs['Intensity']: return 'tex_gabor_intensity({0})'.format(args) return 'tex_gabor_value({0})'.format(args) def parse_tex_white_noise(node: bpy.types.ShaderNodeTexWhiteNoise, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: c.write_procedurals() state.curshader.add_function(c_functions.str_tex_noise) if node.inputs[0].is_linked: co = c.parse_vector_input(node.inputs[0]) else: co = 'bposition' w = c.parse_value_input(node.inputs['W']) if 'W' in node.inputs else '0.0' dimensions = getattr(node, 'noise_dimensions', '3D') is_color = (out_socket == node.outputs[1]) or (getattr(out_socket, 'name', '') == 'Color') if dimensions == '1D': if is_color: return f'hash_float_to_vec3({w})' return f'hash_float_to_float({w})' elif dimensions == '2D': if is_color: return f'hash_vec2_to_vec3(({co}).xy)' return f'hash_vec2_to_float(({co}).xy)' elif dimensions == '4D': if is_color: return f'hash_vec4_to_vec3(vec4({co}, {w}))' return f'hash_vec4_to_float(vec4({co}, {w}))' else: if is_color: return f'hash_vec3_to_vec3({co})' return f'hash_vec3_to_float({co})'