forked from LeenkxTeam/LNXSDK
427 lines
16 KiB
Python
427 lines
16 KiB
Python
from typing import Union
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import bpy
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import mathutils
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import lnx.log as log
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import lnx.material.cycles as c
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import lnx.material.cycles_functions as c_functions
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import lnx.material.mat_state as mat_state
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from lnx.material.parser_state import ParserState, ParserContext
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from lnx.material.shader import floatstr, vec3str
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import lnx.utils
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if lnx.is_reload(__name__):
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log = lnx.reload_module(log)
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c = lnx.reload_module(c)
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c_functions = lnx.reload_module(c_functions)
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mat_state = lnx.reload_module(mat_state)
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lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state)
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from lnx.material.parser_state import ParserState, ParserContext
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lnx.material.shader = lnx.reload_module(lnx.material.shader)
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from lnx.material.shader import floatstr, vec3str
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lnx.utils = lnx.reload_module(lnx.utils)
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else:
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lnx.enable_reload(__name__)
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def parse_attribute(node: bpy.types.ShaderNodeAttribute, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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out_type = 'float' if out_socket.type == 'VALUE' else 'vec3'
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if node.attribute_name == 'time':
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state.curshader.add_uniform('float time', link='_time')
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if out_socket == node.outputs[3]:
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return '1.0'
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return c.cast_value('time', from_type='float', to_type=out_type)
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# UV maps (higher priority) and vertex colors
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if node.attribute_type == 'GEOMETRY':
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# Alpha output. Leenkx doesn't support vertex colors with alpha
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# values yet and UV maps don't have an alpha channel
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if out_socket == node.outputs[3]:
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return '1.0'
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# UV maps
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mat = c.mat_get_material()
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mat_users = c.mat_get_material_users()
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if mat_users is not None and mat in mat_users:
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mat_user = mat_users[mat][0]
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# Curves don't have uv layers, so check that first
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if hasattr(mat_user.data, 'uv_layers'):
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lays = mat_user.data.uv_layers
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# First UV map referenced
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if len(lays) > 0 and node.attribute_name == lays[0].name:
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state.con.add_elem('tex', 'short2norm')
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state.dxdy_varying_input_value = True
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return c.cast_value('vec3(texCoord.x, 1.0 - texCoord.y, 0.0)', from_type='vec3', to_type=out_type)
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# Second UV map referenced
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elif len(lays) > 1 and node.attribute_name == lays[1].name:
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state.con.add_elem('tex1', 'short2norm')
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state.dxdy_varying_input_value = True
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return c.cast_value('vec3(texCoord1.x, 1.0 - texCoord1.y, 0.0)', from_type='vec3', to_type=out_type)
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# Vertex colors
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# TODO: support multiple vertex color sets
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state.con.add_elem('col', 'short4norm')
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state.dxdy_varying_input_value = True
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return c.cast_value('vcolor', from_type='vec3', to_type=out_type)
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# Check object properties
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# see https://developer.blender.org/rB6fdcca8de6 for reference
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mat = c.mat_get_material()
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mat_users = c.mat_get_material_users()
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if mat_users is not None and mat in mat_users:
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# Use first material user for now...
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mat_user = mat_users[mat][0]
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val = None
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# Custom properties first
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if node.attribute_name in mat_user:
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val = mat_user[node.attribute_name]
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# Blender properties
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elif hasattr(mat_user, node.attribute_name):
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val = getattr(mat_user, node.attribute_name)
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if val is not None:
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if isinstance(val, float):
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return c.cast_value(str(val), from_type='float', to_type=out_type)
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elif isinstance(val, int):
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return c.cast_value(str(val), from_type='int', to_type=out_type)
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elif isinstance(val, mathutils.Vector) and len(val) <= 4:
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out = val.to_4d()
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if out_socket == node.outputs[3]:
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return c.to_vec1(out[3])
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return c.cast_value(c.to_vec3(out), from_type='vec3', to_type=out_type)
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# Default values, attribute name did not match
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if out_socket == node.outputs[3]:
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return '1.0'
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return c.cast_value('0.0', from_type='float', to_type=out_type)
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def parse_rgb(node: bpy.types.ShaderNodeRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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if node.lnx_material_param:
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nn = 'param_' + c.node_name(node.name)
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v = out_socket.default_value
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value = [float(v[0]), float(v[1]), float(v[2])]
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state.curshader.add_uniform(f'vec3 {nn}', link=f'{node.name}', default_value=value, is_lnx_mat_param=True)
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return nn
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else:
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return c.to_vec3(out_socket.default_value)
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def parse_vertex_color(node: bpy.types.ShaderNodeVertexColor, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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state.con.add_elem('col', 'short4norm')
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return 'vcolor'
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def parse_camera(node: bpy.types.ShaderNodeCameraData, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# View Vector in camera space
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if out_socket == node.outputs[0]:
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state.dxdy_varying_input_value = True
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return 'vVecCam'
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# View Z Depth
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elif out_socket == node.outputs[1]:
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state.curshader.add_include('std/math.glsl')
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state.curshader.add_uniform('vec2 cameraProj', link='_cameraPlaneProj')
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state.dxdy_varying_input_value = True
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return 'linearize(gl_FragCoord.z, cameraProj)'
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# View Distance
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else:
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state.curshader.add_uniform('vec3 eye', link='_cameraPosition')
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state.dxdy_varying_input_value = True
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return 'distance(eye, wposition)'
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def parse_geometry(node: bpy.types.ShaderNodeNewGeometry, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Position
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if out_socket == node.outputs[0]:
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state.dxdy_varying_input_value = True
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return 'wposition'
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# Normal
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elif out_socket == node.outputs[1]:
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state.dxdy_varying_input_value = True
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return 'n' if state.curshader.shader_type == 'frag' else 'wnormal'
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# Tangent
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elif out_socket == node.outputs[2]:
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state.dxdy_varying_input_value = True
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return 'wtangent'
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# True Normal
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elif out_socket == node.outputs[3]:
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state.dxdy_varying_input_value = True
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return 'n' if state.curshader.shader_type == 'frag' else 'wnormal'
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# Incoming
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elif out_socket == node.outputs[4]:
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state.dxdy_varying_input_value = True
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return 'vVec'
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# Parametric
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elif out_socket == node.outputs[5]:
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state.dxdy_varying_input_value = True
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return 'mposition'
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# Backfacing
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elif out_socket == node.outputs[6]:
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return '(1.0 - float(gl_FrontFacing))' if state.context == ParserContext.OBJECT else '0.0'
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# Pointiness
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elif out_socket == node.outputs[7]:
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return '0.0'
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# Random Per Island
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elif out_socket == node.outputs[8]:
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return '0.0'
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def parse_hairinfo(node: bpy.types.ShaderNodeHairInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Tangent Normal
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if out_socket == node.outputs[3]:
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return 'vec3(0.0)'
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else:
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# Is Strand
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# Intercept
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# Thickness
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# Random
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return '0.5'
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def parse_objectinfo(node: bpy.types.ShaderNodeObjectInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Location
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if out_socket == node.outputs[0]:
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if state.context == ParserContext.WORLD:
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return c.to_vec3((0.0, 0.0, 0.0))
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return 'wposition'
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# Color
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elif out_socket == node.outputs[1]:
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if state.context == ParserContext.WORLD:
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# Use world strength like Blender
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background_node = c.node_by_type(state.world.node_tree.nodes, 'BACKGROUND')
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if background_node is None:
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return c.to_vec3((0.0, 0.0, 0.0))
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return c.to_vec3([background_node.inputs[1].default_value] * 3)
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# TODO: Implement object color in Iron
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# state.curshader.add_uniform('vec3 objectInfoColor', link='_objectInfoColor')
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# return 'objectInfoColor'
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return c.to_vec3((1.0, 1.0, 1.0))
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# Alpha
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elif out_socket == node.outputs[2]:
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# TODO, see color output above
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return '0.0'
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# Object Index
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elif out_socket == node.outputs[3]:
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if state.context == ParserContext.WORLD:
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return '0.0'
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state.curshader.add_uniform('float objectInfoIndex', link='_objectInfoIndex')
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return 'objectInfoIndex'
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# Material Index
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elif out_socket == node.outputs[4]:
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if state.context == ParserContext.WORLD:
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return '0.0'
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state.curshader.add_uniform('float objectInfoMaterialIndex', link='_objectInfoMaterialIndex')
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return 'objectInfoMaterialIndex'
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# Random
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elif out_socket == node.outputs[5]:
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if state.context == ParserContext.WORLD:
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return '0.0'
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# Use random value per instance
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if mat_state.uses_instancing:
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state.vert.add_out(f'flat float irand')
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state.frag.add_in(f'flat float irand')
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state.vert.write(f'irand = fract(sin(gl_InstanceID) * 43758.5453);')
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return 'irand'
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state.curshader.add_uniform('float objectInfoRandom', link='_objectInfoRandom')
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return 'objectInfoRandom'
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def parse_particleinfo(node: bpy.types.ShaderNodeParticleInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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particles_on = lnx.utils.get_rp().lnx_particles == 'On'
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# Index
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if out_socket == node.outputs[0]:
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c.particle_info['index'] = True
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return 'p_index' if particles_on else '0.0'
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# TODO: Random
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if out_socket == node.outputs[1]:
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return '0.0'
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# Age
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elif out_socket == node.outputs[2]:
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c.particle_info['age'] = True
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return 'p_age' if particles_on else '0.0'
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# Lifetime
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elif out_socket == node.outputs[3]:
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c.particle_info['lifetime'] = True
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return 'p_lifetime' if particles_on else '0.0'
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# Location
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if out_socket == node.outputs[4]:
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c.particle_info['location'] = True
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return 'p_location' if particles_on else 'vec3(0.0)'
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# Size
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elif out_socket == node.outputs[5]:
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c.particle_info['size'] = True
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return '1.0'
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# Velocity
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elif out_socket == node.outputs[6]:
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c.particle_info['velocity'] = True
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return 'p_velocity' if particles_on else 'vec3(0.0)'
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# Angular Velocity
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elif out_socket == node.outputs[7]:
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c.particle_info['angular_velocity'] = True
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return 'vec3(0.0)'
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def parse_tangent(node: bpy.types.ShaderNodeTangent, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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state.dxdy_varying_input_value = True
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return 'wtangent'
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def parse_texcoord(node: bpy.types.ShaderNodeTexCoord, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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#obj = node.object
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#instance = node.from_instance
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if out_socket == node.outputs[0]: # Generated - bounds
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state.dxdy_varying_input_value = True
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return 'bposition'
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elif out_socket == node.outputs[1]: # Normal
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state.dxdy_varying_input_value = True
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return 'n'
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elif out_socket == node.outputs[2]: # UV
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if state.context == ParserContext.WORLD:
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return 'vec3(0.0)'
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state.con.add_elem('tex', 'short2norm')
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state.dxdy_varying_input_value = True
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return 'vec3(texCoord.x, 1.0 - texCoord.y, 0.0)'
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elif out_socket == node.outputs[3]: # Object
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state.dxdy_varying_input_value = True
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return 'mposition'
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elif out_socket == node.outputs[4]: # Camera
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return 'vec3(0.0)' # 'vposition'
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elif out_socket == node.outputs[5]: # Window
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# TODO: Don't use gl_FragCoord here, it uses different axes on different graphics APIs
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state.frag.add_uniform('vec2 screenSize', link='_screenSize')
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state.dxdy_varying_input_value = True
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return f'vec3(gl_FragCoord.xy / screenSize, 0.0)'
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elif out_socket == node.outputs[6]: # Reflection
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if state.context == ParserContext.WORLD:
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state.dxdy_varying_input_value = True
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return 'n'
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return 'vec3(0.0)'
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def parse_uvmap(node: bpy.types.ShaderNodeUVMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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# instance = node.from_instance
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state.con.add_elem('tex', 'short2norm')
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mat = c.mat_get_material()
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mat_users = c.mat_get_material_users()
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state.dxdy_varying_input_value = True
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if mat_users is not None and mat in mat_users:
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mat_user = mat_users[mat][0]
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if hasattr(mat_user.data, 'uv_layers'):
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layers = mat_user.data.uv_layers
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# Second UV map referenced
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if len(layers) > 1 and node.uv_map == layers[1].name:
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state.con.add_elem('tex1', 'short2norm')
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return 'vec3(texCoord1.x, 1.0 - texCoord1.y, 0.0)'
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return 'vec3(texCoord.x, 1.0 - texCoord.y, 0.0)'
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def parse_fresnel(node: bpy.types.ShaderNodeFresnel, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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state.curshader.add_function(c_functions.str_fresnel)
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ior = c.parse_value_input(node.inputs[0])
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if node.inputs[1].is_linked:
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dotnv = 'dot({0}, vVec)'.format(c.parse_vector_input(node.inputs[1]))
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else:
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dotnv = 'dotNV'
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state.dxdy_varying_input_value = True
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return 'fresnel({0}, {1})'.format(ior, dotnv)
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def parse_layerweight(node: bpy.types.ShaderNodeLayerWeight, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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blend = c.parse_value_input(node.inputs[0])
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if node.inputs[1].is_linked:
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dotnv = 'dot({0}, vVec)'.format(c.parse_vector_input(node.inputs[1]))
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else:
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dotnv = 'dotNV'
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state.dxdy_varying_input_value = True
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# Fresnel
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if out_socket == node.outputs[0]:
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state.curshader.add_function(c_functions.str_fresnel)
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return 'fresnel(1.0 / (1.0 - {0}), {1})'.format(blend, dotnv)
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# Facing
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elif out_socket == node.outputs[1]:
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return '(1.0 - pow({0}, ({1} < 0.5) ? 2.0 * {1} : 0.5 / (1.0 - {1})))'.format(dotnv, blend)
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def parse_lightpath(node: bpy.types.ShaderNodeLightPath, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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# https://github.com/blender/blender/blob/master/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl
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if out_socket == node.outputs['Is Camera Ray']:
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return '1.0'
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elif out_socket == node.outputs['Is Shadow Ray']:
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return '0.0'
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elif out_socket == node.outputs['Is Diffuse Ray']:
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return '1.0'
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elif out_socket == node.outputs['Is Glossy Ray']:
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return '1.0'
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elif out_socket == node.outputs['Is Singular Ray']:
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return '0.0'
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elif out_socket == node.outputs['Is Reflection Ray']:
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return '0.0'
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elif out_socket == node.outputs['Is Transmission Ray']:
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return '0.0'
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elif out_socket == node.outputs['Ray Length']:
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return '1.0'
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elif out_socket == node.outputs['Ray Depth']:
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return '0.0'
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elif out_socket == node.outputs['Diffuse Depth']:
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return '0.0'
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elif out_socket == node.outputs['Glossy Depth']:
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return '0.0'
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elif out_socket == node.outputs['Transparent Depth']:
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return '0.0'
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elif out_socket == node.outputs['Transmission Depth']:
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return '0.0'
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log.warn(f'Light Path node: unsupported output {out_socket.identifier}.')
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return '0.0'
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def parse_value(node: bpy.types.ShaderNodeValue, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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if node.lnx_material_param:
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nn = 'param_' + c.node_name(node.name)
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value = node.outputs[0].default_value
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is_lnx_mat_param = True
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state.curshader.add_uniform('float {0}'.format(nn), link='{0}'.format(node.name), default_value=value, is_lnx_mat_param=is_lnx_mat_param)
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return nn
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else:
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return c.to_vec1(node.outputs[0].default_value)
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def parse_wireframe(node: bpy.types.ShaderNodeWireframe, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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# node.use_pixel_size
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# size = c.parse_value_input(node.inputs[0])
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return '0.0'
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