forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			145 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import bpy
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import lnx
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import lnx.material.cycles as cycles
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import lnx.material.make_shader as make_shader
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import lnx.material.mat_state as mat_state
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import lnx.utils as lnx_utils
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if lnx.is_reload(__name__):
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    cycles = lnx.reload_module(cycles)
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    make_shader = lnx.reload_module(make_shader)
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    mat_state = lnx.reload_module(mat_state)
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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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# TODO: handle groups
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# TODO: handle cached shaders
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batchDict = None
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signatureDict = None
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def traverse_tree(node, sign):
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    sign += node.type + '-'
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    for inp in node.inputs:
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        if inp.is_linked:
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            sign = traverse_tree(inp.links[0].from_node, sign)
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        else:
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            sign += 'o' # Unconnected socket
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    return sign
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def get_signature(mat, object: bpy.types.Object):
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    nodes = mat.node_tree.nodes
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    output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
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    if output_node != None:
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        sign = traverse_tree(output_node, '')
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        # Append flags
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        sign += '1' if mat.lnx_cast_shadow else '0'
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        sign += '1' if mat.lnx_ignore_irradiance else '0'
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        if mat.lnx_two_sided:
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            sign += '2'
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        elif mat.lnx_cull_mode == 'Clockwise':
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            sign += '1'
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        else:
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            sign += '0'
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        sign += str(mat.lnx_material_id)
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        sign += '1' if mat.lnx_depth_read else '0'
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        sign += '1' if mat.lnx_overlay else '0'
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        sign += '1' if mat.lnx_decal else '0'
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        if mat.lnx_discard:
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            sign += '1'
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            sign += str(round(mat.lnx_discard_opacity, 2))
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            sign += str(round(mat.lnx_discard_opacity_shadows, 2))
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        else:
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            sign += '000'
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        sign += mat.lnx_custom_material if mat.lnx_custom_material != '' else '0'
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        sign += mat.lnx_skip_context if mat.lnx_skip_context != '' else '0'
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        sign += '1' if mat.lnx_particle_fade else '0'
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        sign += mat.lnx_billboard
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        sign += '_skin' if lnx.utils.export_bone_data(object) else '0'
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        sign += '_morph' if lnx.utils.export_morph_targets(object) else '0'
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        return sign
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def traverse_tree2(node, ar):
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    ar.append(node)
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    for inp in node.inputs:
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        inp.is_uniform = False
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        if inp.is_linked:
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            traverse_tree2(inp.links[0].from_node, ar)
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def get_sorted(mat):
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    nodes = mat.node_tree.nodes
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    output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
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    if output_node != None:
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        ar = []
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        traverse_tree2(output_node, ar)
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        return ar
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def mark_uniforms(mats):
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    ars = []
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    for m in mats:
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        ars.append(get_sorted(m))
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    # Buckle up..
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    for i in range(0, len(ars[0])): # Traverse nodes
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        for j in range(0, len(ars[0][i].inputs)): # Traverse inputs
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            inp = ars[0][i].inputs[j]
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            if not inp.is_linked and hasattr(inp, 'default_value'):
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                for k in range(1, len(ars)): # Compare default values
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                    inp2 = ars[k][i].inputs[j]
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                    diff = False
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                    if str(type(inp.default_value)) == "<class 'bpy_prop_array'>":
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                        for l in range(0, len(inp.default_value)):
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                            if inp.default_value[l] != inp2.default_value[l]:
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                                diff = True
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                                break
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                    elif inp.default_value != inp2.default_value:
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                        diff = True
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                    if diff: # Diff found
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                        for ar in ars:
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                            ar[i].inputs[j].is_uniform = True
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                        break
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def build(materialArray, mat_users, mat_lnxusers):
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    global batchDict
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    batchDict = dict() # Stores shader data for given material
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    signatureDict = dict() # Stores materials for given signature
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    # Update signatures
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    for mat in materialArray:
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        if mat.signature == '' or not mat.lnx_cached:
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            mat.signature = get_signature(mat, mat_users[mat][0])
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        # Group signatures
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        if mat.signature in signatureDict:
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            signatureDict[mat.signature].append(mat)
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        else:
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            signatureDict[mat.signature] = [mat]
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    # Mark different inputs
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    for ref in signatureDict:
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        mats = signatureDict[ref]
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        if len(mats) > 1:
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            mark_uniforms(mats)
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    mat_state.batch = True
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    # Build unique shaders
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    for mat in materialArray:
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        for mat2 in materialArray:
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            # Signature not found - build it
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            if mat == mat2:
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                batchDict[mat] = make_shader.build(mat, mat_users, mat_lnxusers)
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                break
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            # Already batched
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            if mat.signature == mat2.signature:
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                batchDict[mat] = batchDict[mat2]
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                break
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    mat_state.batch = False
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def get(mat):
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    return batchDict[mat]
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