forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			129 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from enum import IntEnum, unique
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from typing import List, Set, Tuple, Union, Optional
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import bpy
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import lnx
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from lnx.material.shader import Shader, ShaderContext, vec3str, floatstr
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if lnx.is_reload(__name__):
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    lnx.material.shader = lnx.reload_module(lnx.material.shader)
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    from lnx.material.shader import Shader, ShaderContext, vec3str, floatstr
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else:
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    lnx.enable_reload(__name__)
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    @unique
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    class ParserContext(IntEnum):
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        """Describes which kind of node tree is parsed."""
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        OBJECT = 0
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        # Texture node trees are not supported yet
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        # TEXTURE = 1
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        WORLD = 2
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    @unique
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    class ParserPass(IntEnum):
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        """In some situations, a node tree (or a subtree of that) needs
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        to be parsed multiple times in different contexts called _passes_.
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        Nodes can output different code in reaction to the parser state's
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        current pass; for more information on the individual passes
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        please refer to below enum items.
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        """
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        REGULAR = 0
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        """The tree is parsed to generate regular shader code."""
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        DX_SCREEN_SPACE = 1
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        """The tree is parsed to output shader code to compute
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        the derivative of a value with respect to the screen's x coordinate."""
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        DY_SCREEN_SPACE = 2
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        """The tree is parsed to output shader code to compute
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        the derivative of a value with respect to the screen's y coordinate."""
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class ParserState:
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    """Dataclass to keep track of the current state while parsing a shader tree."""
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    def __init__(self, context: ParserContext, tree_name: str, world: Optional[bpy.types.World] = None):
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        self.context = context
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        self.tree_name = tree_name
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        self.current_pass = ParserPass.REGULAR
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        # The current world, if parsing a world node tree
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        self.world = world
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        # Active shader - frag for surface / tese for displacement
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        self.curshader: Shader = None
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        self.con: ShaderContext = None
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        self.vert: Shader = None
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        self.frag: Shader = None
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        self.geom: Shader = None
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        self.tesc: Shader = None
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        self.tese: Shader = None
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        # Group stack (last in the list = innermost group)
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        self.parents: List[bpy.types.Node] = []
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        # Cache for computing nodes only once
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        self.parsed: Set[str] = set()
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        # What to parse from the node tree
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        self.parse_surface = True
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        self.parse_opacity = True
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        self.parse_displacement = True
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        self.basecol_only = False
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        self.procedurals_written: set[Shader] = set()
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        # Already exported radiance/irradiance (currently we can only convert
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        # an already existing texture as radiance/irradiance)
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        self.radiance_written = False
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        self.normal_parsed = False
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        self.dxdy_varying_input_value = False
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        """Whether the result of the previously parsed node differs
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        between fragments and represents an input value to which to apply
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        dx/dy offsets (if required by the parser pass).
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        """
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        # Shader output values
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        self.out_basecol: vec3str = 'vec3(0.8)'
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        self.out_roughness: floatstr = '0.0'
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        self.out_metallic: floatstr = '0.0'
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        self.out_occlusion: floatstr = '1.0'
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        self.out_specular: floatstr = '1.0'
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        self.out_opacity: floatstr = '1.0'
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        self.out_ior: floatstr = '1.450'
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        self.out_emission_col: vec3str = 'vec3(0.0)'
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    def reset_outs(self):
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        """Reset the shader output values to their default values."""
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        self.out_basecol = 'vec3(0.8)'
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        self.out_roughness = '0.0'
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        self.out_metallic = '0.0'
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        self.out_occlusion = '1.0'
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        self.out_specular = '1.0'
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        self.out_opacity = '1.0'
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        self.out_ior = '1.450'
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        self.out_emission_col = 'vec3(0.0)'
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    def get_outs(self) -> Tuple[vec3str, floatstr, floatstr, floatstr, floatstr, floatstr, floatstr, vec3str]:
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        """Return the shader output values as a tuple."""
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        return (self.out_basecol, self.out_roughness, self.out_metallic, self.out_occlusion, self.out_specular,
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                self.out_opacity, self.out_ior, self.out_emission_col)
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    def get_parser_pass_suffix(self) -> str:
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        """Return a suffix for the current parser pass that can be appended
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        to shader variables to avoid compilation errors due to redefinitions.
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        """
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        if self.current_pass == ParserPass.DX_SCREEN_SPACE:
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            return '_dx'
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        elif self.current_pass == ParserPass.DY_SCREEN_SPACE:
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            return '_dy'
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        return ''
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