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

113 lines
4.0 KiB
Python

from typing import Generator
import bpy
import lnx.utils
import lnx.make_state as make_state
import lnx.material.cycles as cycles
import lnx.assets as assets
import lnx.log as log
if lnx.is_reload(__name__):
lnx.utils = lnx.reload_module(lnx.utils)
make_state = lnx.reload_module(make_state)
cycles = lnx.reload_module(cycles)
log = lnx.reload_module(log)
else:
lnx.enable_reload(__name__)
add_mesh_contexts = []
def disp_linked(output_node):
linked = output_node.inputs[2].is_linked
if not linked:
return False
# Leenkx PBR with unlinked height socket
l = output_node.inputs[2].links[0]
if l.from_node.type == 'GROUP' and l.from_node.node_tree.name.startswith('Leenkx PBR') and \
l.from_node.inputs[7].is_linked == False:
return False
disp_enabled = lnx.utils.disp_enabled(make_state.target)
rpdat = lnx.utils.get_rp()
if not disp_enabled and rpdat.lnx_rp_displacement == 'Tessellation':
log.warn('Tessellation not available on ' + make_state.target)
return disp_enabled
def get_rpasses(material):
ar = []
rpdat = lnx.utils.get_rp()
has_voxels = lnx.utils.voxel_support()
if material.lnx_decal:
ar.append('decal')
elif material.lnx_overlay:
ar.append('overlay')
else:
ar.append('mesh')
for con in add_mesh_contexts:
ar.append(con)
if is_transluc(material) and not material.lnx_discard and rpdat.rp_translucency_state != 'Off' and not material.lnx_blending and not rpdat.rp_ss_refraction:
ar.append('translucent')
elif is_transluc(material) and not material.lnx_discard and not material.lnx_blending and rpdat.rp_ss_refraction:
ar.append('refraction')
if rpdat.rp_voxels != "Off" and has_voxels:
ar.append('voxel')
if rpdat.rp_renderer == 'Forward' and rpdat.rp_depthprepass and not material.lnx_blending and not material.lnx_particle_flag:
ar.append('depth')
if material.lnx_cast_shadow and rpdat.rp_shadows and ('mesh' in ar):
if 'translucent' in ar or 'refraction' in ar:
ar.append('shadowmap_transparent')
else:
ar.append('shadowmap')
return ar
def is_transluc(material):
nodes = material.node_tree.nodes
output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node == None or output_node.inputs[0].is_linked == False:
return False
surface_node = output_node.inputs[0].links[0].from_node
return is_transluc_traverse(surface_node)
def is_transluc_traverse(node):
# TODO: traverse groups
if is_transluc_type(node):
return True
for inp in node.inputs:
if inp.is_linked:
res = is_transluc_traverse(inp.links[0].from_node)
if res:
return True
return False
def is_transluc_type(node: bpy.types.ShaderNode) -> bool:
return node.type in ('BSDF_GLASS', 'BSDF_TRANSPARENT', 'BSDF_TRANSLUCENT', 'BSDF_REFRACTION') \
or (is_leenkx_pbr_node(node) and (node.inputs['Opacity'].is_linked or node.inputs['Opacity'].default_value != 1.0)) \
or (node.type == 'BSDF_PRINCIPLED' and (node.inputs['Alpha'].is_linked or node.inputs['Alpha'].default_value != 1.0))
def is_leenkx_pbr_node(node: bpy.types.ShaderNode) -> bool:
return node.type == 'GROUP' and node.node_tree.name.startswith('Leenkx PBR')
def iter_nodes_leenkxpbr(node_group: bpy.types.NodeTree) -> Generator[bpy.types.Node, None, None]:
for node in node_group.nodes:
if is_leenkx_pbr_node(node):
yield node
def equals_color_socket(socket: bpy.types.NodeSocketColor, value: tuple[float, ...], *, comp_alpha=True) -> bool:
# NodeSocketColor.default_value is of bpy_prop_array type that doesn't
# support direct comparison
return (
socket.default_value[0] == value[0]
and socket.default_value[1] == value[1]
and socket.default_value[2] == value[2]
and (socket.default_value[3] == value[3] if comp_alpha else True)
)