2025-01-22 16:18:30 +01:00

171 lines
6.8 KiB
Python

from typing import Dict, List
import bpy
from bpy.types import Material
from bpy.types import Object
import lnx.log as log
import lnx.material.cycles as cycles
import lnx.material.make_shader as make_shader
import lnx.material.mat_batch as mat_batch
import lnx.material.mat_utils as mat_utils
import lnx.node_utils
import lnx.utils
if lnx.is_reload(__name__):
log = lnx.reload_module(log)
cycles = lnx.reload_module(cycles)
make_shader = lnx.reload_module(make_shader)
mat_batch = lnx.reload_module(mat_batch)
mat_utils = lnx.reload_module(mat_utils)
lnx.node_utils = lnx.reload_module(lnx.node_utils)
lnx.utils = lnx.reload_module(lnx.utils)
else:
lnx.enable_reload(__name__)
def glsl_value(val):
if str(type(val)) == "<class 'bpy_prop_array'>":
res = []
for v in val:
res.append(v)
return res
else:
return val
def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]], mat_lnxusers) -> tuple:
wrd = bpy.data.worlds['Lnx']
rpdat = lnx.utils.get_rp()
# Texture caching for material batching
batch_cached_textures = []
needs_sss = material_needs_sss(material)
if needs_sss and rpdat.rp_sss_state != 'Off' and '_SSS' not in wrd.world_defs:
# Must be set before calling make_shader.build()
wrd.world_defs += '_SSS'
# No batch - shader data per material
if material.lnx_custom_material != '':
rpasses = ['mesh']
con = {'vertex_elements': []}
con['vertex_elements'].append({'name': 'pos', 'data': 'short4norm'})
con['vertex_elements'].append({'name': 'nor', 'data': 'short2norm'})
con['vertex_elements'].append({'name': 'tex', 'data': 'short2norm'})
con['vertex_elements'].append({'name': 'tex1', 'data': 'short2norm'})
sd = {'contexts': [con]}
shader_data_name = material.lnx_custom_material
bind_constants = {'mesh': []}
bind_textures = {'mesh': []}
make_shader.make_instancing_and_skinning(material, mat_users)
for idx, item in enumerate(material.lnx_bind_textures_list):
if item.uniform_name == '':
log.warn(f'Material "{material.name}": skipping export of bind texture at slot {idx + 1} with empty uniform name')
continue
if item.image is not None:
tex = cycles.make_texture(item.image, item.uniform_name, material.name, 'Linear', 'REPEAT')
if tex is None:
continue
bind_textures['mesh'].append(tex)
else:
log.warn(f'Material "{material.name}": skipping export of bind texture at slot {idx + 1} ("{item.uniform_name}") with no image selected')
elif not wrd.lnx_batch_materials or material.name.startswith('lnxdefault'):
rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_lnxusers)
sd = shader_data.sd
else:
rpasses, shader_data, shader_data_name, bind_constants, bind_textures = mat_batch.get(material)
sd = shader_data.sd
sss_used = False
# Material
for rp in rpasses:
c = {
'name': rp,
'bind_constants': [] + bind_constants[rp],
'bind_textures': [] + bind_textures[rp],
'depth_read': material.lnx_depth_read,
}
mat_data['contexts'].append(c)
if rp == 'mesh':
c['bind_constants'].append({'name': 'receiveShadow', 'boolValue': material.lnx_receive_shadow})
if material.lnx_material_id != 0:
c['bind_constants'].append({'name': 'materialID', 'intValue': material.lnx_material_id})
if material.lnx_material_id == 2:
wrd.world_defs += '_Hair'
elif rpdat.rp_sss_state != 'Off':
const = {'name': 'materialID'}
if needs_sss:
const['intValue'] = 2
sss_used = True
else:
const['intValue'] = 0
c['bind_constants'].append(const)
# TODO: Mesh only material batching
if wrd.lnx_batch_materials:
# Set textures uniforms
if len(c['bind_textures']) > 0:
c['bind_textures'] = []
for node in material.node_tree.nodes:
if node.type == 'TEX_IMAGE':
tex_name = lnx.utils.safesrc(node.name)
tex = cycles.make_texture_from_image_node(node, tex_name)
# Empty texture
if tex is None:
tex = {'name': tex_name, 'file': ''}
c['bind_textures'].append(tex)
batch_cached_textures = c['bind_textures']
# Set marked inputs as uniforms
for node in material.node_tree.nodes:
for inp in node.inputs:
if inp.is_uniform:
uname = lnx.utils.safesrc(inp.node.name) + lnx.utils.safesrc(inp.name) # Merge with cycles module
c['bind_constants'].append({'name': uname, cycles.glsl_type(inp.type)+'Value': glsl_value(inp.default_value)})
elif rp == 'translucent' or rp == 'refraction':
c['bind_constants'].append({'name': 'receiveShadow', 'boolValue': material.lnx_receive_shadow})
elif rp == 'shadowmap':
if wrd.lnx_batch_materials:
if len(c['bind_textures']) > 0:
c['bind_textures'] = batch_cached_textures
if wrd.lnx_single_data_file:
mat_data['shader'] = shader_data_name
else:
# Make sure that custom materials are not expected to be in .arm format
ext = '' if wrd.lnx_minimize and material.lnx_custom_material == "" else '.json'
mat_data['shader'] = shader_data_name + ext + '/' + shader_data_name
return sd, rpasses, sss_used
def material_needs_sss(material: Material) -> bool:
"""Check whether the given material requires SSS."""
for sss_node in lnx.node_utils.iter_nodes_by_type(material.node_tree, 'SUBSURFACE_SCATTERING'):
if sss_node is not None and sss_node.outputs[0].is_linked:
return True
for sss_node in lnx.node_utils.iter_nodes_by_type(material.node_tree, 'BSDF_PRINCIPLED'):
if sss_node is not None and sss_node.outputs[0].is_linked and (sss_node.inputs[1].is_linked or sss_node.inputs[1].default_value != 0.0):
return True
for sss_node in mat_utils.iter_nodes_leenkxpbr(material.node_tree):
if sss_node is not None and sss_node.outputs[0].is_linked and (sss_node.inputs[8].is_linked or sss_node.inputs[8].default_value != 0.0):
return True
return False