Group Nodes, Shaders, Textures, Displacement

This commit is contained in:
2026-09-20 11:15:14 -07:00
parent f6d5f142e9
commit fac01a2849
14 changed files with 500 additions and 255 deletions

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@ -97,59 +97,76 @@ def _parse_mixrgb(node: bpy.types.ShaderNodeMixRGB, out_socket: bpy.types.NodeSo
col1 = c.parse_vector_input(node.inputs[6])
col2 = c.parse_vector_input(node.inputs[7])
# Store factor in variable for linked factor input
if node.inputs[0].is_linked:
fac = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
state.curshader.write('float {0} = {1};'.format(fac, c.parse_value_input(node.inputs[0])))
else:
fac = c.parse_value_input(node.inputs[0])
fac = _mixrgb_fac(node, state)
if node.clamp_factor:
fac = f'clamp({fac}, 0.0, 1.0)'
# TODO: Do not mix if factor is constant 0.0 or 1.0?
blend = node.blend_type
out_col = _mixrgb_blend(col1, col2, fac, node.blend_type, state)
if node.clamp_result:
return 'clamp({0}, vec3(0.0), vec3(1.0))'.format(out_col)
return out_col
def _mixrgb_blend(col1: vec3str, col2: vec3str, fac: str, blend: str, state: ParserState) -> vec3str:
if blend == 'MIX':
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac)
return 'mix({0}, {1}, {2})'.format(col1, col2, fac)
elif blend == 'ADD':
out_col = 'mix({0}, {0} + {1}, {2})'.format(col1, col2, fac)
return 'mix({0}, {0} + {1}, {2})'.format(col1, col2, fac)
elif blend == 'MULTIPLY':
out_col = 'mix({0}, {0} * {1}, {2})'.format(col1, col2, fac)
return 'mix({0}, {0} * {1}, {2})'.format(col1, col2, fac)
elif blend == 'SUBTRACT':
out_col = 'mix({0}, {0} - {1}, {2})'.format(col1, col2, fac)
return 'mix({0}, {0} - {1}, {2})'.format(col1, col2, fac)
elif blend == 'SCREEN':
out_col = 'mix({0}, vec3(1.0) - (vec3(1.0) - {0}) * (vec3(1.0) - {1}), {2})'.format(col1, col2, fac)
return 'mix({0}, vec3(1.0) - (vec3(1.0) - {0}) * (vec3(1.0) - {1}), {2})'.format(col1, col2, fac)
elif blend == 'DIVIDE':
out_col = 'mix({0}, {0} / max({1}, vec3(0.000001)), {2})'.format(col1, col2, fac)
return 'mix({0}, {0} / max({1}, vec3(0.000001)), {2} * vec3(notEqual({1}, vec3(0.0))))'.format(col1, col2, fac)
elif blend == 'DIFFERENCE':
out_col = 'mix({0}, abs({0} - {1}), {2})'.format(col1, col2, fac)
return 'mix({0}, abs({0} - {1}), {2})'.format(col1, col2, fac)
elif blend == 'DARKEN':
out_col = 'mix({0}, min({0}, {1}), {2})'.format(col1, col2, fac)
return 'mix({0}, min({0}, {1}), {2})'.format(col1, col2, fac)
elif blend == 'LIGHTEN':
out_col = 'mix({0}, max({0}, {1}), {2})'.format(col1, col2, fac)
return 'mix({0}, max({0}, {1}), {2})'.format(col1, col2, fac)
elif blend == 'OVERLAY':
overlay = 'vec3({0}.r < 0.5 ? 2.0 * {0}.r * {1}.r : 1.0 - 2.0 * (1.0 - {0}.r) * (1.0 - {1}.r), {0}.g < 0.5 ? 2.0 * {0}.g * {1}.g : 1.0 - 2.0 * (1.0 - {0}.g) * (1.0 - {1}.g), {0}.b < 0.5 ? 2.0 * {0}.b * {1}.b : 1.0 - 2.0 * (1.0 - {0}.b) * (1.0 - {1}.b))'.format(col1, col2)
out_col = 'mix({0}, {1}, {2})'.format(col1, overlay, fac)
return 'mix({0}, {1}, {2})'.format(col1, overlay, fac)
elif blend == 'DODGE':
dodge = '{0} / max(vec3(1.0) - {1}, vec3(0.000001))'.format(col1, col2)
out_col = 'mix({0}, {1}, {2})'.format(col1, dodge, fac)
return 'clamp({0} / max(vec3(1.0) - {2} * {1}, vec3(0.000001)), vec3(0.0), vec3(1.0))'.format(col1, col2, fac)
elif blend == 'BURN':
burn = 'vec3(1.0) - (vec3(1.0) - {0}) / max({1}, vec3(0.000001))'.format(col1, col2)
out_col = 'mix({0}, {1}, {2})'.format(col1, burn, fac)
return 'clamp(vec3(1.0) - (vec3(1.0) - {0}) / max(vec3(1.0 - {2}) + {2} * {1}, vec3(0.000001)), vec3(0.0), vec3(1.0))'.format(col1, col2, fac)
elif blend == 'SOFT_LIGHT':
soft = '(vec3(1.0) - {1}) * {0} * {0} + {1} * (2.0 * {0} * (vec3(1.0) - {0}) + sqrt({0}) * (2.0 * {0} - vec3(1.0)))'.format(col1, col2)
out_col = 'mix({0}, {1}, {2})'.format(col1, soft, fac)
return 'mix({0}, {1}, {2})'.format(col1, soft, fac)
elif blend == 'LINEAR_LIGHT':
linear = '{0} + 2.0 * {1} - vec3(1.0)'.format(col1, col2)
out_col = 'mix({0}, {1}, {2})'.format(col1, linear, fac)
return 'mix({0}, {1}, {2})'.format(col1, linear, fac)
elif blend == 'EXCLUSION':
return 'max(mix({0}, {0} + {1} - 2.0 * {0} * {1}, {2}), vec3(0.0))'.format(col1, col2, fac)
elif blend in ['HUE', 'SATURATION', 'COLOR', 'VALUE']:
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac)
state.curshader.add_function(c_functions.str_hue_sat)
state.curshader.add_function(c_functions.str_mix_hsv)
func = {'HUE': 'mix_hue', 'SATURATION': 'mix_sat', 'COLOR': 'mix_color', 'VALUE': 'mix_val'}[blend]
return '{3}({2}, {0}, {1})'.format(col1, col2, fac, func)
else:
log.warn(f'MixRGB node: unsupported blend type {node.blend_type}.')
out_col = col1
log.warn(f'MixRGB node: unsupported blend type {blend}.')
return col1
if node.clamp_result:
def _mixrgb_fac(node: bpy.types.Node, state: ParserState) -> str:
if node.inputs[0].is_linked:
fac = c.node_uid(node) + '_fac' + state.get_parser_pass_suffix()
state.curshader.write('float {0} = {1};'.format(fac, c.parse_value_input(node.inputs[0])))
return fac
return c.parse_value_input(node.inputs[0])
def parse_mixrgb(node: bpy.types.ShaderNodeMixRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
col1 = c.parse_vector_input(node.inputs[1])
col2 = c.parse_vector_input(node.inputs[2])
fac = f'clamp({_mixrgb_fac(node, state)}, 0.0, 1.0)'
out_col = _mixrgb_blend(col1, col2, fac, node.blend_type, state)
if node.use_clamp:
return 'clamp({0}, vec3(0.0), vec3(1.0))'.format(out_col)
return out_col
@ -158,7 +175,7 @@ def parse_curvergb(node: bpy.types.ShaderNodeRGBCurve, out_socket: bpy.types.Nod
fac = c.parse_value_input(node.inputs[0])
vec = c.parse_vector_input(node.inputs[1])
curves = node.mapping.curves
name = c.node_name(node.name)
name = c.node_uid(node)
# mapping.curves[0].points[0].handle_type
return '(sqrt(vec3({0}, {1}, {2}) * vec3({4}, {5}, {6})) * {3})'.format(
c.vector_curve(name + '0', vec + '.x', curves[0].points), c.vector_curve(name + '1', vec + '.y', curves[1].points), c.vector_curve(name + '2', vec + '.z', curves[2].points), fac,

View File

@ -89,7 +89,7 @@ def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.Nod
elems = node.color_ramp.elements
use_color_out = out_socket == node.outputs[0]
ramp_store = c.node_name(node.name) + '_res' + state.get_parser_pass_suffix()
ramp_store = c.node_uid(node) + '_res' + state.get_parser_pass_suffix()
if c.is_parsed(ramp_store):
return f'{ramp_store}.rgb' if use_color_out else f'{ramp_store}.a'
@ -100,26 +100,26 @@ def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.Nod
state.parsed.add(ramp_store)
return f'{ramp_store}.rgb' if use_color_out else f'{ramp_store}.a'
cols_var = c.node_name(node.name).upper() + '_COLS'
cols_var = c.node_uid(node).upper() + '_COLS'
if state.current_pass == ParserPass.REGULAR:
cols_entries = ', '.join(f'vec4({e.color[0]}, {e.color[1]}, {e.color[2]}, {e.color[3]})' for e in elems)
cols_entries += f', vec4({elems[-1].color[0]}, {elems[-1].color[1]}, {elems[-1].color[2]}, {elems[-1].color[3]})'
state.curshader.add_const("vec4", cols_var, cols_entries, array_size=len(elems) + 1)
fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
fac_var = c.node_uid(node) + '_fac' + state.get_parser_pass_suffix()
state.curshader.write(f'float {fac_var} = {fac};')
index = '0'
for i in range(1, len(elems)):
index += f' + ({fac_var} > {elems[i].position} ? 1 : 0)'
index_var = c.node_name(node.name) + '_i' + state.get_parser_pass_suffix()
index_var = c.node_uid(node) + '_i' + state.get_parser_pass_suffix()
state.curshader.write(f'int {index_var} = {index};')
if interp == 'CONSTANT':
state.curshader.write(f'vec4 {ramp_store} = {cols_var}[{index_var}];')
else:
facs_var = c.node_name(node.name).upper() + '_FACS'
facs_var = c.node_uid(node).upper() + '_FACS'
if state.current_pass == ParserPass.REGULAR:
facs_entries = ', '.join(str(e.position) for e in elems)
facs_entries += ', 1.0'
@ -369,7 +369,7 @@ if bpy.app.version > (3, 2, 0):
def parse_sephsv(node: bpy.types.ShaderNodeSeparateHSV, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
state.curshader.add_function(c_functions.str_hue_sat)
hsv_var = c.node_name(node.name) + '_hsv' + state.get_parser_pass_suffix()
hsv_var = c.node_uid(node) + '_hsv' + state.get_parser_pass_suffix()
if not state.curshader.contains(hsv_var): # Already written if a second output is parsed
state.curshader.write(f'const vec3 {hsv_var} = rgb_to_hsv({c.parse_vector_input(node.inputs["Color"])}.rgb);')

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@ -109,7 +109,7 @@ def parse_attribute(node: bpy.types.ShaderNodeAttribute, out_socket: bpy.types.N
def parse_rgb(node: bpy.types.ShaderNodeRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
if node.lnx_material_param:
nn = 'param_' + c.node_name(node.name)
nn = 'param_' + c.node_uid(node)
v = out_socket.default_value
value = [float(v[0]), float(v[1]), float(v[2])]
state.curshader.add_uniform(f'vec3 {nn}', link=f'{node.name}', default_value=value, is_lnx_mat_param=True)
@ -163,7 +163,17 @@ def parse_geometry(node: bpy.types.ShaderNodeNewGeometry, out_socket: bpy.types.
# Incoming
elif out_socket == node.outputs[4]:
state.dxdy_varying_input_value = True
return 'vVec'
if state.curshader.shader_type == 'frag':
return 'vVec'
state.curshader.add_uniform('vec3 eye', link='_cameraPosition')
if state.curshader.shader_type == 'tese':
return 'normalize(eye - wposition)'
if state.curshader.shader_type == 'vert':
state.curshader.add_uniform('mat4 W', link='_worldMatrix')
return 'normalize(eye - (W * spos).xyz)'
if state.curshader.shader_type == 'tesc':
return 'normalize(eye - wposition[gl_InvocationID])'
return 'normalize(eye - wposition[0])'
# Parametric
elif out_socket == node.outputs[5]:
state.dxdy_varying_input_value = True
@ -450,7 +460,7 @@ def parse_lightpath(node: bpy.types.ShaderNodeLightPath, out_socket: bpy.types.N
def parse_value(node: bpy.types.ShaderNodeValue, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
if node.lnx_material_param:
nn = 'param_' + c.node_name(node.name)
nn = 'param_' + c.node_uid(node)
value = node.outputs[0].default_value
is_lnx_mat_param = True
state.curshader.add_uniform('float {0}'.format(nn), link='{0}'.format(node.name), default_value=value, is_lnx_mat_param=is_lnx_mat_param)
@ -463,3 +473,9 @@ def parse_wireframe(node: bpy.types.ShaderNodeWireframe, out_socket: bpy.types.N
# node.use_pixel_size
# size = c.parse_value_input(node.inputs[0])
return '0.0'
def parse_volumeinfo(node: bpy.types.ShaderNodeVolumeInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
if out_socket == node.outputs['Color']:
return 'vec3(0.0)'
return '0.0'

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@ -69,12 +69,14 @@ def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket,
c.parse_shader_input(node.inputs[2])
return
prefix = '' if node.inputs['Fac'].is_linked else 'const '
fac = c.parse_value_input(node.inputs['Fac'])
fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
fac_inv_var = c.node_name(node.name) + '_fac_inv'
state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac))
state.curshader.write('{0}float {1} = 1.0 - {2};'.format(prefix, fac_inv_var, fac_var))
fac_var = c.node_uid(node) + '_fac' + state.get_parser_pass_suffix()
fac_inv_var = c.node_uid(node) + '_fac_inv' + state.get_parser_pass_suffix()
if not c.is_parsed(fac_var):
state.parsed.add(fac_var)
prefix = '' if node.inputs['Fac'].is_linked else 'const '
fac = c.parse_value_input(node.inputs['Fac'])
state.curshader.write('{0}float {1} = clamp({2}, 0.0, 1.0);'.format(prefix, fac_var, fac))
state.curshader.write('{0}float {1} = 1.0 - {2};'.format(prefix, fac_inv_var, fac_var))
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
o1 = c.parse_shader_input(node.inputs[1])
@ -435,7 +437,7 @@ if bpy.app.version >= (2, 83, 0):
def parse_bsdfhairprincipled(node: 'bpy.types.ShaderNodeBsdfHairPrincipled', out_socket: NodeSocket, state: ParserState) -> None:
if state.parse_surface:
c.write_normal(node.inputs['Normal'])
parametrization = getattr(node, 'parametrization', 'COLOR')
parametrization = node.parametrization
if parametrization == 'COLOR':
color_socket = node.inputs.get('Color')
if color_socket is not None:
@ -457,7 +459,7 @@ if bpy.app.version >= (2, 83, 0):
rough_socket = node.inputs.get('Roughness')
if rough_socket is not None:
state.out_roughness = c.parse_value_input(rough_socket)
model = getattr(node, 'model', 'CHIANG')
model = node.model if bpy.app.version >= (4, 0, 0) else 'CHIANG'
if model == 'CHIANG':
radial_rough_socket = node.inputs.get('Radial Roughness')
if radial_rough_socket is not None:

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@ -136,7 +136,7 @@ def parse_tex_image(node: bpy.types.ShaderNodeTexImage, out_socket: bpy.types.No
else:
return f'{tex_store}.a'
tex_name = c.node_name(node.name)
tex_name = c.node_uid(node)
tex = c.make_texture_from_image_node(node, tex_name)
tex_link = None
tex_default_file = None
@ -259,7 +259,7 @@ def parse_tex_magic(node: bpy.types.ShaderNodeTexMagic, out_socket: bpy.types.No
return res
if bpy.app.version < (4, 1, 0):
if bpy.app.version < (4, 2, 0):
def parse_tex_musgrave(node: bpy.types.ShaderNodeTexMusgrave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
state.curshader.add_function(c_functions.str_tex_musgrave)
@ -297,52 +297,65 @@ def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.No
gain = c.parse_value_input(node.inputs['Gain']) if 'Gain' in node.inputs else '1.0'
distortion = c.parse_value_input(node.inputs['Distortion']) if 'Distortion' in node.inputs else '0.0'
dimensions = getattr(node, 'noise_dimensions', '3D')
noise_type = getattr(node, 'noise_type', 'FBM')
normalize = 'true' if getattr(node, 'normalize', True) else 'false'
dimensions = node.noise_dimensions
noise_type = node.noise_type if bpy.app.version >= (4, 1, 0) else 'FBM'
normalize = 'true' if bpy.app.version < (4, 0, 0) or node.normalize else 'false'
type_map = {
'FBM': 'noise_fbm',
'MULTIFRACTAL': 'noise_multi_fractal',
'RIDGED_MULTIFRACTAL': 'noise_ridged_multi_fractal',
'HYBRID_MULTIFRACTAL': 'noise_hybrid_multi_fractal',
'HETERO_TERRAIN': 'noise_hetero_terrain'
}
func_name = type_map.get(noise_type, 'noise_fbm')
if noise_type == 'MULTIFRACTAL':
func_name = 'noise_multi_fractal'
fractal_src = c_functions.str_tex_noise_multi_fractal
elif noise_type == 'RIDGED_MULTIFRACTAL':
func_name = 'noise_ridged_multi_fractal'
fractal_src = c_functions.str_tex_noise_ridged_multi_fractal
elif noise_type == 'HYBRID_MULTIFRACTAL':
func_name = 'noise_hybrid_multi_fractal'
fractal_src = c_functions.str_tex_noise_hybrid_multi_fractal
elif noise_type == 'HETERO_TERRAIN':
func_name = 'noise_hetero_terrain'
fractal_src = c_functions.str_tex_noise_hetero_terrain
else:
func_name = 'noise_fbm'
fractal_src = c_functions.str_tex_noise_fbm
is_color = (out_socket == node.outputs[1]) or (getattr(out_socket, 'name', '') == 'Color')
is_color = (out_socket == node.outputs[1]) or (out_socket.name == 'Color')
if dimensions == '1D':
coord_type = 'float'
p_expr = f"({w}) * ({scale})"
dist_expr = f"({p_expr}) + snoise(({p_expr}) + random_float_offset(0.0)) * ({distortion})" if distortion != '0.0' else p_expr
if is_color:
res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_float_offset(1.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_float_offset(2.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))"
else:
res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})"
off_a = 'random_float_offset(1.0)'
off_b = 'random_float_offset(2.0)'
elif dimensions == '2D':
coord_type = 'vec2'
p_expr = f"({co}).xy * ({scale})"
dist_expr = f"({p_expr}) + vec2(snoise(({p_expr}) + random_vec2_offset(0.0)) * ({distortion}), snoise(({p_expr}) + random_vec2_offset(1.0)) * ({distortion}))" if distortion != '0.0' else p_expr
if is_color:
res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec2_offset(2.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec2_offset(3.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))"
else:
res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})"
off_a = 'random_vec2_offset(2.0)'
off_b = 'random_vec2_offset(3.0)'
elif dimensions == '4D':
coord_type = 'vec4'
p_expr = f"vec4({co}, {w}) * ({scale})"
dist_expr = f"({p_expr}) + vec4(snoise(({p_expr}) + random_vec4_offset(0.0)) * ({distortion}), snoise(({p_expr}) + random_vec4_offset(1.0)) * ({distortion}), snoise(({p_expr}) + random_vec4_offset(2.0)) * ({distortion}), snoise(({p_expr}) + random_vec4_offset(3.0)) * ({distortion}))" if distortion != '0.0' else p_expr
if is_color:
res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec4_offset(4.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec4_offset(5.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))"
else:
res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})"
off_a = 'random_vec4_offset(4.0)'
off_b = 'random_vec4_offset(5.0)'
else:
coord_type = 'vec3'
p_expr = f"({co}) * ({scale})"
dist_expr = f"({p_expr}) + vec3(snoise(({p_expr}) + random_vec3_offset(0.0)) * ({distortion}), snoise(({p_expr}) + random_vec3_offset(1.0)) * ({distortion}), snoise(({p_expr}) + random_vec3_offset(2.0)) * ({distortion}))" if distortion != '0.0' else p_expr
if is_color:
res = f"vec3({func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec3_offset(3.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}), {func_name}(({dist_expr}) + random_vec3_offset(4.0), clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}))"
else:
res = f"{func_name}({dist_expr}, clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize})"
off_a = 'random_vec3_offset(3.0)'
off_b = 'random_vec3_offset(4.0)'
state.curshader.add_function('// ' + func_name + ' ' + coord_type + '\n' + fractal_src.replace('@T@', coord_type))
co_var = c.node_uid(node) + '_co' + state.get_parser_pass_suffix()
if not c.is_parsed(co_var):
state.parsed.add(co_var)
state.curshader.write(f'{coord_type} {co_var} = {dist_expr};')
fbm_args = f"clamp({detail}, 0.0, 15.0), max({roughness}, 0.0), {lacunarity}, {offset}, {gain}, {normalize}"
if is_color:
res = f"vec3({func_name}({co_var}, {fbm_args}), {func_name}(({co_var}) + {off_a}, {fbm_args}), {func_name}(({co_var}) + {off_b}, {fbm_args}))"
else:
res = f"{func_name}({co_var}, {fbm_args})"
return res
@ -513,7 +526,7 @@ def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket:
state.parsed.add(tex_store)
tex_name = c.node_name(node.name)
tex_name = c.node_uid(node)
tex_link = None
tex_default_file = None
is_lnx_mat_param = None
@ -525,8 +538,8 @@ def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket:
image,
tex_name,
c.mat_get_material(),
getattr(node, 'interpolation', 'Smart'),
getattr(node, 'extension', 'REPEAT')
node.interpolation,
node.extension if bpy.app.version >= (3, 1, 0) else 'REPEAT'
)
if tex is None:
log.warn(f'Object "{state.tree_name}": missing environment texture image "{node.name}"')
@ -670,6 +683,7 @@ def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.type
outp = 3
m = 0
exp = '0.0'
if node.distance == 'MANHATTAN':
m = 1
elif node.distance == 'CHEBYCHEV':
@ -689,10 +703,13 @@ def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.type
f = 4
dim = node.voronoi_dimensions
normalize = 1 if node.normalize else 0
normalize = 1 if bpy.app.version >= (4, 0, 0) and node.normalize else 0
c.write_procedurals()
state.curshader.add_function(getattr(c_functions, f'str_tex_voronoi_{bpy.app.version[0]}'))
if bpy.app.version >= (5, 0, 0):
state.curshader.add_function(c_functions.str_tex_voronoi_5)
else:
state.curshader.add_function(c_functions.str_tex_voronoi_4)
if node.inputs['Vector'].is_linked:
co = c.get_vector_input(node, ['Vector'])
@ -718,6 +735,7 @@ def parse_tex_voronoi(node: bpy.types.ShaderNodeTexVoronoi, out_socket: bpy.type
def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
c.write_procedurals()
state.curshader.add_function(c_functions.str_tex_noise)
state.curshader.add_function('// noise_fbm vec3\n' + c_functions.str_tex_noise_fbm.replace('@T@', 'vec3'))
state.curshader.add_function(c_functions.str_tex_wave)
if node.inputs['Vector'].is_linked:
@ -735,9 +753,7 @@ def parse_tex_wave(node: bpy.types.ShaderNodeTexWave, out_socket: bpy.types.Node
dir_map = {'X': 0, 'Y': 1, 'Z': 2, 'DIAGONAL': 3}
if hasattr(node, 'wave_direction'):
wave_dir = dir_map.get(node.wave_direction, 0)
elif wave_type == 0:
if wave_type == 0:
wave_dir = dir_map.get(node.bands_direction, 0)
else:
wave_dir = dir_map.get(node.rings_direction, 0)
@ -804,8 +820,8 @@ def parse_tex_white_noise(node: bpy.types.ShaderNodeTexWhiteNoise, out_socket: b
w = c.parse_value_input(node.inputs['W']) if 'W' in node.inputs else '0.0'
dimensions = getattr(node, 'noise_dimensions', '3D')
is_color = (out_socket == node.outputs[1]) or (getattr(out_socket, 'name', '') == 'Color')
dimensions = node.noise_dimensions
is_color = (out_socket == node.outputs[1]) or (out_socket.name == 'Color')
if dimensions == '1D':
if is_color:

View File

@ -28,7 +28,7 @@ def parse_curvevec(node: bpy.types.ShaderNodeVectorCurve, out_socket: bpy.types.
fac = c.get_value_input(node, ['Fac'])
vec = c.get_vector_input(node, ['Vector'])
curves = node.mapping.curves
name = c.node_name(node.name)
name = c.node_uid(node)
res_x = c.vector_curve(name + '0', vec + '.x', curves[0].points)
res_y = c.vector_curve(name + '1', vec + '.y', curves[1].points)
@ -47,33 +47,39 @@ def parse_bump(node: bpy.types.ShaderNodeBump, out_socket: bpy.types.NodeSocket,
# Interpolation strength
strength = c.get_value_input(node, ['Strength'])
distance = c.get_value_input(node, ['Distance'])
filter_width = c.get_value_input(node, ['Filter Width']) if 'Filter Width' in node.inputs else '1.0'
height = c.get_value_input(node, ['Height'])
prev_pass = state.current_pass
prev_scale = state.dxdy_scale
state.dxdy_scale = filter_width
state.current_pass = ParserPass.DX_SCREEN_SPACE
height_dx = c.get_value_input(node, ['Height'])
state.current_pass = ParserPass.DY_SCREEN_SPACE
height_dy = c.get_value_input(node, ['Height'])
state.current_pass = ParserPass.REGULAR
state.current_pass = prev_pass
state.dxdy_scale = prev_scale
nor = c.get_vector_input(node, ['Normal']) if node.inputs['Normal'].is_linked else 'n'
if height_dx != height or height_dy != height:
tangent = f'{c.dfdx_fine("wposition")} + {nor} * (({height_dx} - {height}) * {distance})'
bitangent = f'{c.dfdy_fine("wposition")} + {nor} * (({height_dy} - {height}) * {distance})'
# Cross-product operand order, dFdy is flipped on d3d11
bitangent_first = utils.get_gapi() == 'direct3d11'
if node.invert:
bitangent_first = not bitangent_first
if bitangent_first:
# We need to normalize twice, once for the correct "weight" of the strength,
# once for having a normalized output vector (lerping vectors does not preserve magnitude)
res = f'normalize(mix({nor}, normalize(cross({bitangent}, {tangent})), {strength}))'
else:
res = f'normalize(mix({nor}, normalize(cross({tangent}, {bitangent})), {strength}))'
name = c.node_uid(node)
if '__' in name:
name = name.replace('_', '_x')
sfx = state.get_parser_pass_suffix()
invert = '-1.0' if node.invert else '1.0'
w = state.curshader.write
w(f'vec3 {name}_N{sfx} = normalize({nor});')
w(f'float {name}_dist{sfx} = ({distance}) * (gl_FrontFacing ? {invert} : -({invert}));')
w(f'vec3 {name}_dPdx{sfx} = {c.dfdx_fine("wposition")};')
w(f'vec3 {name}_dPdy{sfx} = {c.dfdy_fine("wposition")};')
w(f'vec3 {name}_Rx{sfx} = cross({name}_dPdy{sfx}, {name}_N{sfx});')
w(f'vec3 {name}_Ry{sfx} = cross({name}_N{sfx}, {name}_dPdx{sfx});')
w(f'float {name}_det{sfx} = dot({name}_dPdx{sfx}, {name}_Rx{sfx});')
w(f'vec2 {name}_dHd{sfx} = vec2({height_dx}, {height_dy}) - vec2({height});')
w(f'vec3 {name}_surfgrad{sfx} = {name}_dHd{sfx}.x * {name}_Rx{sfx} + {name}_dHd{sfx}.y * {name}_Ry{sfx};')
w(f'vec3 {name}_res{sfx} = normalize(({filter_width}) * abs({name}_det{sfx}) * {name}_N{sfx} - {name}_dist{sfx} * sign({name}_det{sfx}) * {name}_surfgrad{sfx});')
res = f'normalize(mix({name}_N{sfx}, {name}_res{sfx}, max({strength}, 0.0)))'
else:
res = nor
@ -96,7 +102,7 @@ def parse_mapping(node: bpy.types.ShaderNodeMapping, out_socket: bpy.types.NodeS
out = f"({out} - {location})"
if input_rotation.is_linked or any(v != 0.0 for v in input_rotation.default_value):
var_name = c.node_name(node.name) + "_rotation" + state.get_parser_pass_suffix()
var_name = c.node_uid(node) + "_rotation" + state.get_parser_pass_suffix()
state.curshader.write(f"mat3 {var_name}X = mat3(1.0, 0.0, 0.0, 0.0, cos({rotation}.x), sin({rotation}.x), 0.0, -sin({rotation}.x), cos({rotation}.x));")
state.curshader.write(f"mat3 {var_name}Y = mat3(cos({rotation}.y), 0.0, -sin({rotation}.y), 0.0, 1.0, 0.0, sin({rotation}.y), 0.0, cos({rotation}.y));")
state.curshader.write(f"mat3 {var_name}Z = mat3(cos({rotation}.z), sin({rotation}.z), 0.0, -sin({rotation}.z), cos({rotation}.z), 0.0, 0.0, 0.0, 1.0);")
@ -110,7 +116,7 @@ def parse_mapping(node: bpy.types.ShaderNodeMapping, out_socket: bpy.types.NodeS
out = f"({out} * {scale})"
if input_rotation.is_linked or any(v != 0.0 for v in input_rotation.default_value):
var_name = c.node_name(node.name) + "_rotation" + state.get_parser_pass_suffix()
var_name = c.node_uid(node) + "_rotation" + state.get_parser_pass_suffix()
state.curshader.write(f"mat3 {var_name}X = mat3(1.0, 0.0, 0.0, 0.0, cos({rotation}.x), -sin({rotation}.x), 0.0, sin({rotation}.x), cos({rotation}.x));")
state.curshader.write(f"mat3 {var_name}Y = mat3(cos({rotation}.y), 0.0, sin({rotation}.y), 0.0, 1.0, 0.0, -sin({rotation}.y), 0.0, cos({rotation}.y));")
state.curshader.write(f"mat3 {var_name}Z = mat3(cos({rotation}.z), -sin({rotation}.z), 0.0, sin({rotation}.z), cos({rotation}.z), 0.0, 0.0, 0.0, 1.0);")
@ -203,7 +209,8 @@ def parse_displacement(node: bpy.types.ShaderNodeDisplacement, out_socket: bpy.t
nor = 'wnormal'
if node.space == 'OBJECT':
nor = f'(inverse(mat3(W)) * {nor})'
state.curshader.add_uniform('mat4 W', link='_worldMatrix')
nor = f'(transpose(mat3(W)) * {nor})'
disp = f'normalize({nor}) * (vec3({height}) - vec3({midlevel})) * {scale}'
@ -221,12 +228,14 @@ def parse_vector_displacement(node: bpy.types.ShaderNodeVectorDisplacement, out_
offset = f'(({vector} - vec3({midlevel})) * {scale})'
if node.space == 'TANGENT':
state.curshader.add_uniform('mat4 W', link='_worldMatrix')
t_obj = 'normalize(inverse(mat3(W)) * wtangent)'
n_obj = 'normalize(inverse(mat3(W)) * wnormal)'
n_obj = 'normalize(transpose(mat3(W)) * wnormal)'
b_obj = f'normalize(cross({n_obj}, {t_obj}))'
disp = f'({t_obj} * {offset}.x + {n_obj} * {offset}.y + {b_obj} * {offset}.z)'
disp = f'({t_obj} * {offset}.x + {b_obj} * {offset}.y + {n_obj} * {offset}.z)'
return f'(vec4(W * vec4({disp}, 0.0)).xyz)'
elif node.space == 'OBJECT':
state.curshader.add_uniform('mat4 W', link='_worldMatrix')
return f'(vec4(W * vec4({offset}, 0.0)).xyz)'
else:
return offset
@ -262,3 +271,9 @@ def parse_vectorrotate(node: bpy.types.ShaderNodeVectorRotate, out_socket: bpy.t
return f'vec3( euler_to_mat3({rot_val}) * ({input_vector} - {input_center}) + {input_center})'
return f'vec3(0.0, 0.0, 0.0)'
def parse_bevel(node: bpy.types.ShaderNodeBevel, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
if node.inputs['Normal'].is_linked:
return c.get_vector_input(node, ['Normal'])
return 'n' if state.curshader.shader_type == 'frag' else 'wnormal'