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