1392 lines
52 KiB
Python
1392 lines
52 KiB
Python
#
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# This module builds upon Cycles nodes work licensed as
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# Copyright 2011-2013 Blender Foundation
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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import math
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import bpy
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import arm.assets
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import arm.utils
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import arm.make_state
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import arm.log
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import arm.material.make_texture
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import arm.material.mat_state as mat_state
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import arm.material.cycles_functions as c_functions
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basecol_texname = ''
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emission_found = False
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particle_info = None # Particle info export
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def parse(nodes, con, vert, frag, geom, tesc, tese, parse_surface=True, parse_opacity=True, parse_displacement=True, basecol_only=False):
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output_node = node_by_type(nodes, 'OUTPUT_MATERIAL')
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if output_node != None:
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parse_output(output_node, con, vert, frag, geom, tesc, tese, parse_surface, parse_opacity, parse_displacement, basecol_only)
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def parse_output(node, _con, _vert, _frag, _geom, _tesc, _tese, _parse_surface, _parse_opacity, _parse_displacement, _basecol_only):
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global parsed # Compute nodes only once
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global parents
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global normal_written # Normal socket is linked on shader node - overwrite fs normal
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global normal_parsed
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global curshader # Active shader - frag for surface / tese for displacement
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global con
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global vert
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global frag
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global geom
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global tesc
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global tese
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global parse_surface
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global parse_opacity
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global basecol_only
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global parsing_basecol
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global parsing_nor
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global basecol_texname
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global emission_found
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global particle_info
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global sample_bump
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global sample_bump_res
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con = _con
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vert = _vert
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frag = _frag
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geom = _geom
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tesc = _tesc
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tese = _tese
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parse_surface = _parse_surface
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parse_opacity = _parse_opacity
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basecol_only = _basecol_only
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parsing_basecol = False
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parsing_nor = False
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basecol_texname = ''
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emission_found = False
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particle_info = {}
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particle_info['index'] = False
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particle_info['age'] = False
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particle_info['lifetime'] = False
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particle_info['location'] = False
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particle_info['size'] = False
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particle_info['velocity'] = False
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particle_info['angular_velocity'] = False
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sample_bump = False
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sample_bump_res = ''
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# Surface
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if parse_surface or parse_opacity:
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parsed = {}
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parents = []
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normal_written = False
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normal_parsed = False
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curshader = frag
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out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity = parse_shader_input(node.inputs[0])
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if parse_surface:
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frag.write('basecol = {0};'.format(out_basecol))
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frag.write('roughness = {0};'.format(out_roughness))
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frag.write('metallic = {0};'.format(out_metallic))
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frag.write('occlusion = {0};'.format(out_occlusion))
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if parse_opacity:
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frag.write('opacity = {0};'.format(out_opacity))
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# Volume
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# parse_volume_input(node.inputs[1])
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# Displacement
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if _parse_displacement and disp_enabled() and node.inputs[2].is_linked and tese != None:
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parsed = {}
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parents = []
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normal_parsed = False
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normal_written = False
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curshader = tese
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out_disp = parse_displacement_input(node.inputs[2])
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tese.write('float disp = {0};'.format(out_disp))
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def parse_group(node, socket): # Entering group
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index = socket_index(node, socket)
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output_node = node_by_type(node.node_tree.nodes, 'GROUP_OUTPUT')
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if output_node == None:
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return
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inp = output_node.inputs[index]
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parents.append(node)
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out_group = parse_input(inp)
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parents.pop()
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return out_group
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def parse_group_input(node, socket):
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index = socket_index(node, socket)
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parent = parents.pop() # Leaving group
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inp = parent.inputs[index]
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res = parse_input(inp)
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parents.append(parent) # Return to group
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return res
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def parse_input(inp):
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if inp.type == 'SHADER':
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return parse_shader_input(inp)
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elif inp.type == 'RGB':
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return parse_vector_input(inp)
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elif inp.type == 'RGBA':
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return parse_vector_input(inp)
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elif inp.type == 'VECTOR':
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return parse_vector_input(inp)
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elif inp.type == 'VALUE':
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return parse_value_input(inp)
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def parse_shader_input(inp):
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if inp.is_linked:
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l = inp.links[0]
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if l.from_node.type == 'REROUTE':
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return parse_shader_input(l.from_node.inputs[0])
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return parse_shader(l.from_node, l.from_socket)
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else:
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out_basecol = 'vec3(0.8)'
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out_roughness = '0.0'
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out_metallic = '0.0'
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out_occlusion = '1.0'
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out_opacity = '1.0'
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return out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity
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def write_normal(inp):
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global parsing_nor
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if inp.is_linked:
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parsing_nor = True
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normal_res = parse_vector_input(inp)
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if normal_res != None:
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curshader.write('n = {0};'.format(normal_res))
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normal_written = True
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parsing_nor = False
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def parsing_basecolor(b):
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global parsing_basecol
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parsing_basecol = b
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def parse_shader(node, socket):
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global emission_found
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out_basecol = 'vec3(0.8)'
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out_roughness = '0.0'
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out_metallic = '0.0'
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out_occlusion = '1.0'
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out_opacity = '1.0'
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if node.type == 'GROUP':
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if node.node_tree.name.startswith('Armory PBR'):
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if parse_surface:
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# Base color
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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# Occlusion
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out_occlusion = parse_value_input(node.inputs[2])
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# Roughness
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out_roughness = parse_value_input(node.inputs[3])
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# Metallic
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out_metallic = parse_value_input(node.inputs[4])
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# Normal
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if node.inputs[5].is_linked and node.inputs[5].links[0].from_node.type == 'NORMAL_MAP':
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warn(mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly')
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parse_normal_map_color_input(node.inputs[5])
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# Emission
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if node.inputs[6].is_linked or node.inputs[6].default_value != 0.0:
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out_emission = parse_value_input(node.inputs[6])
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emission_found = True
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out_basecol = '({0} + vec3({1} * 100.0))'.format(out_basecol, out_emission)
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if parse_opacity:
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out_opacity = parse_value_input(node.inputs[1])
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else:
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return parse_group(node, socket)
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elif node.type == 'GROUP_INPUT':
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return parse_group_input(node, socket)
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elif node.type == 'MIX_SHADER':
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prefix = '' if node.inputs[0].is_linked else 'const '
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fac = parse_value_input(node.inputs[0])
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fac_var = node_name(node.name) + '_fac'
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fac_inv_var = node_name(node.name) + '_fac_inv'
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curshader.write('{0}float {1} = {2};'.format(prefix, fac_var, fac))
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curshader.write('{0}float {1} = 1.0 - {2};'.format(prefix, fac_inv_var, fac_var))
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bc1, rough1, met1, occ1, opac1 = parse_shader_input(node.inputs[1])
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bc2, rough2, met2, occ2, opac2 = parse_shader_input(node.inputs[2])
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if parse_surface:
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parsing_basecolor(True)
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out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var)
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parsing_basecolor(False)
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out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var)
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out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var)
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out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var)
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if parse_opacity:
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out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var)
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elif node.type == 'ADD_SHADER':
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bc1, rough1, met1, occ1, opac1 = parse_shader_input(node.inputs[0])
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bc2, rough2, met2, occ2, opac2 = parse_shader_input(node.inputs[1])
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if parse_surface:
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parsing_basecolor(True)
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out_basecol = '({0} + {1})'.format(bc1, bc2)
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parsing_basecolor(False)
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out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2)
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out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2)
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out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2)
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if parse_opacity:
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out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
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elif node.type == 'BSDF_PRINCIPLED':
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if parse_surface:
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write_normal(node.inputs[16])
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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out_roughness = parse_value_input(node.inputs[7])
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out_metallic = parse_value_input(node.inputs[4])
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# subsurface = parse_vector_input(node.inputs[1])
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# subsurface_radius = parse_vector_input(node.inputs[2])
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# subsurface_color = parse_vector_input(node.inputs[3])
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# specular = parse_vector_input(node.inputs[5])
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# specular_tint = parse_vector_input(node.inputs[6])
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# aniso = parse_vector_input(node.inputs[8])
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# aniso_rot = parse_vector_input(node.inputs[9])
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# sheen = parse_vector_input(node.inputs[10])
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# sheen_tint = parse_vector_input(node.inputs[11])
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# clearcoat = parse_vector_input(node.inputs[12])
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# clearcoat_rough = parse_vector_input(node.inputs[13])
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# ior = parse_vector_input(node.inputs[14])
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# transmission = parse_vector_input(node.inputs[15])
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elif node.type == 'BSDF_DIFFUSE':
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if parse_surface:
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write_normal(node.inputs[2])
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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out_roughness = parse_value_input(node.inputs[1])
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elif node.type == 'BSDF_GLOSSY':
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if parse_surface:
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write_normal(node.inputs[2])
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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out_roughness = parse_value_input(node.inputs[1])
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out_metallic = '1.0'
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elif node.type == 'AMBIENT_OCCLUSION':
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if parse_surface:
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# Single channel
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out_occlusion = parse_vector_input(node.inputs[0]) + '.r'
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elif node.type == 'BSDF_ANISOTROPIC':
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if parse_surface:
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write_normal(node.inputs[4])
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# Revert to glossy
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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out_roughness = parse_value_input(node.inputs[1])
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out_metallic = '1.0'
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elif node.type == 'EMISSION':
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if parse_surface:
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# Multiply basecol
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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emission_found = True
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strength = parse_value_input(node.inputs[1])
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out_basecol = '({0} * ({1} * 100.0))'.format(out_basecol, strength)
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elif node.type == 'BSDF_GLASS':
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if parse_surface:
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write_normal(node.inputs[3])
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out_roughness = parse_value_input(node.inputs[1])
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if parse_opacity:
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out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0]))
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elif node.type == 'BSDF_HAIR':
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pass
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elif node.type == 'HOLDOUT':
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if parse_surface:
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# Occlude
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out_occlusion = '0.0'
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elif node.type == 'BSDF_REFRACTION':
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# write_normal(node.inputs[3])
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pass
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elif node.type == 'SUBSURFACE_SCATTERING':
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if parse_surface:
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write_normal(node.inputs[4])
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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elif node.type == 'BSDF_TOON':
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# write_normal(node.inputs[3])
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pass
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elif node.type == 'BSDF_TRANSLUCENT':
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if parse_surface:
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write_normal(node.inputs[1])
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if parse_opacity:
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out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0]))
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elif node.type == 'BSDF_TRANSPARENT':
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if parse_opacity:
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out_opacity = '(1.0 - {0}.r)'.format(parse_vector_input(node.inputs[0]))
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elif node.type == 'BSDF_VELVET':
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if parse_surface:
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write_normal(node.inputs[2])
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parsing_basecolor(True)
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out_basecol = parse_vector_input(node.inputs[0])
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parsing_basecolor(False)
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out_roughness = '1.0'
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out_metallic = '1.0'
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elif node.type == 'VOLUME_ABSORPTION':
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pass
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elif node.type == 'VOLUME_SCATTER':
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pass
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return out_basecol, out_roughness, out_metallic, out_occlusion, out_opacity
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def parse_displacement_input(inp):
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if inp.is_linked:
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l = inp.links[0]
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if l.from_node.type == 'REROUTE':
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return parse_displacement_input(l.from_node.inputs[0])
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return parse_value_input(inp)
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else:
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return None
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def res_var_name(node, socket):
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return node_name(node.name) + '_' + safesrc(socket.name) + '_res'
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def write_result(l):
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res_var = res_var_name(l.from_node, l.from_socket)
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st = l.from_socket.type
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if res_var not in parsed:
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parsed[res_var] = 0
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if st == 'RGB' or st == 'RGBA':
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res = parse_rgb(l.from_node, l.from_socket)
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if res == None:
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return None
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curshader.write('vec3 {0} = {1};'.format(res_var, res))
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elif st == 'VECTOR':
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res = parse_vector(l.from_node, l.from_socket)
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if res == None:
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return None
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size = 3
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if isinstance(res, tuple):
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size = res[1]
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parsed[res_var] = size
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res = res[0]
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curshader.write('vec{2} {0} = {1};'.format(res_var, res, size))
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elif st == 'VALUE':
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res = parse_value(l.from_node, l.from_socket)
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if res == None:
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return None
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curshader.write('float {0} = {1};'.format(res_var, res))
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# Normal map already parsed, return
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elif l.from_node.type == 'NORMAL_MAP':
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return None
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return res_var
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def glsl_type(t):
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if t == 'RGB' or t == 'RGBA' or t == 'VECTOR':
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return 'vec3'
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else:
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return 'float'
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def to_uniform(inp):
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uname = safesrc(inp.node.name) + safesrc(inp.name)
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curshader.add_uniform(glsl_type(inp.type) + ' ' + uname)
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return uname
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def parse_vector_input(inp, vec_size=None):
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if inp.is_linked:
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l = inp.links[0]
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if l.from_node.type == 'REROUTE':
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return parse_vector_input(l.from_node.inputs[0], vec_size=vec_size)
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res_var = write_result(l)
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st = l.from_socket.type
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if st == 'RGB' or st == 'RGBA' or st == 'VECTOR':
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# Convert
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if vec_size == 3 and parsed[res_var] == 2:
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res_var = 'vec3({0}.xy, 0.0)'.format(res_var)
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return res_var
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else: # VALUE
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return 'vec3({0})'.format(res_var)
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else:
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if inp.type == 'VALUE': # Unlinked reroute
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return to_vec3([0.0, 0.0, 0.0])
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else:
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if mat_batch() and inp.is_uniform:
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return to_uniform(inp)
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else:
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return to_vec3(inp.default_value)
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def parse_rgb(node, socket):
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if node.type == 'GROUP':
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return parse_group(node, socket)
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elif node.type == 'GROUP_INPUT':
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return parse_group_input(node, socket)
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elif node.type == 'ATTRIBUTE':
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# Vcols only for now
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# node.attribute_name
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con.add_elem('col', 3)
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return 'vcolor'
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elif node.type == 'RGB':
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return to_vec3(socket.default_value)
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|
|
|
elif node.type == 'TEX_BRICK':
|
|
# Pass through
|
|
return to_vec3([0.0, 0.0, 0.0])
|
|
|
|
elif node.type == 'TEX_CHECKER':
|
|
curshader.add_function(c_functions.str_tex_checker)
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
col1 = parse_vector_input(node.inputs[1])
|
|
col2 = parse_vector_input(node.inputs[2])
|
|
scale = parse_value_input(node.inputs[3])
|
|
return 'tex_checker({0}, {1}, {2}, {3})'.format(co, col1, col2, scale)
|
|
|
|
elif node.type == 'TEX_ENVIRONMENT':
|
|
# Pass through
|
|
return to_vec3([0.0, 0.0, 0.0])
|
|
|
|
elif node.type == 'TEX_GRADIENT':
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
grad = node.gradient_type
|
|
if grad == 'LINEAR':
|
|
f = '{0}.x'.format(co)
|
|
elif grad == 'QUADRATIC':
|
|
f = '0.0'
|
|
elif grad == 'EASING':
|
|
f = '0.0'
|
|
elif grad == 'DIAGONAL':
|
|
f = '({0}.x + {0}.y) * 0.5'.format(co)
|
|
elif grad == 'RADIAL':
|
|
f = 'atan({0}.y, {0}.x) / PI2 + 0.5'.format(co)
|
|
elif grad == 'QUADRATIC_SPHERE':
|
|
f = '0.0'
|
|
elif grad == 'SPHERICAL':
|
|
f = 'max(1.0 - sqrt({0}.x * {0}.x + {0}.y * {0}.y + {0}.z * {0}.z), 0.0)'.format(co)
|
|
return 'vec3(clamp({0}, 0.0, 1.0))'.format(f)
|
|
|
|
elif node.type == 'TEX_IMAGE':
|
|
# Already fetched
|
|
if res_var_name(node, node.outputs[1]) in parsed:
|
|
return '{0}.rgb'.format(store_var_name(node))
|
|
tex_name = node_name(node.name)
|
|
tex = make_texture(node, tex_name)
|
|
if tex != None:
|
|
is_nor = parsing_nor
|
|
if is_nor:
|
|
curshader.write_pre_header += 1
|
|
to_linear = parsing_basecol and not tex['file'].endswith('.hdr')
|
|
res = '{0}.rgb'.format(texture_store(node, tex, tex_name, to_linear))
|
|
if is_nor:
|
|
curshader.write_pre_header -= 1
|
|
return res
|
|
elif node.image == None: # Empty texture
|
|
tex = {}
|
|
tex['name'] = tex_name
|
|
tex['file'] = ''
|
|
return '{0}.rgb'.format(texture_store(node, tex, tex_name, True))
|
|
else:
|
|
tex_store = store_var_name(node) # Pink color for missing texture
|
|
curshader.write('vec4 {0} = vec4(1.0, 0.0, 1.0, 1.0);'.format(tex_store))
|
|
return '{0}.rgb'.format(tex_store)
|
|
|
|
elif node.type == 'TEX_MAGIC':
|
|
# Pass through
|
|
return to_vec3([0.0, 0.0, 0.0])
|
|
|
|
elif node.type == 'TEX_MUSGRAVE':
|
|
# Fall back to noise
|
|
curshader.add_function(c_functions.str_tex_noise)
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
scale = parse_value_input(node.inputs[1])
|
|
# detail = parse_value_input(node.inputs[2])
|
|
# distortion = parse_value_input(node.inputs[3])
|
|
return 'vec3(tex_noise_f({0} * {1}))'.format(co, scale)
|
|
|
|
elif node.type == 'TEX_NOISE':
|
|
curshader.add_function(c_functions.str_tex_noise)
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
scale = parse_value_input(node.inputs[1])
|
|
# detail = parse_value_input(node.inputs[2])
|
|
# distortion = parse_value_input(node.inputs[3])
|
|
# Slow..
|
|
return 'vec3(tex_noise({0} * {1}), tex_noise({0} * {1} + 0.33), tex_noise({0} * {1} + 0.66))'.format(co, scale)
|
|
|
|
elif node.type == 'TEX_POINTDENSITY':
|
|
# Pass through
|
|
return to_vec3([0.0, 0.0, 0.0])
|
|
|
|
elif node.type == 'TEX_SKY':
|
|
# Pass through
|
|
return to_vec3([0.0, 0.0, 0.0])
|
|
|
|
elif node.type == 'TEX_VORONOI':
|
|
curshader.add_function(c_functions.str_tex_voronoi)
|
|
assets_add(get_sdk_path() + '/armory/Assets/' + 'noise64.png')
|
|
assets_add_embedded_data('noise64.png')
|
|
curshader.add_uniform('sampler2D snoise', link='_noise64')
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
scale = parse_value_input(node.inputs[1])
|
|
if node.coloring == 'INTENSITY':
|
|
return 'vec3(tex_voronoi({0} / {1}).a)'.format(co, scale)
|
|
else: # CELLS
|
|
return 'tex_voronoi({0} / {1}).rgb'.format(co, scale)
|
|
|
|
elif node.type == 'TEX_WAVE':
|
|
# Pass through
|
|
return to_vec3([0.0, 0.0, 0.0])
|
|
|
|
elif node.type == 'BRIGHTCONTRAST':
|
|
out_col = parse_vector_input(node.inputs[0])
|
|
bright = parse_value_input(node.inputs[1])
|
|
contr = parse_value_input(node.inputs[2])
|
|
curshader.add_function(\
|
|
"""vec3 brightcontrast(const vec3 col, const float bright, const float contr) {
|
|
float a = 1.0 + contr;
|
|
float b = bright - contr * 0.5;
|
|
return max(a * col + b, 0.0);
|
|
}
|
|
""")
|
|
return 'brightcontrast({0}, {1}, {2})'.format(out_col, bright, contr)
|
|
|
|
elif node.type == 'GAMMA':
|
|
out_col = parse_vector_input(node.inputs[0])
|
|
gamma = parse_value_input(node.inputs[1])
|
|
return 'pow({0}, vec3({1}))'.format(out_col, gamma)
|
|
|
|
elif node.type == 'HUE_SAT':
|
|
curshader.add_function(c_functions.str_hsv_to_rgb)
|
|
hue = parse_value_input(node.inputs[0])
|
|
sat = parse_value_input(node.inputs[1])
|
|
val = parse_value_input(node.inputs[2])
|
|
# fac = parse_value_input(node.inputs[3])
|
|
# col = parse_vector_input(node.inputs[4])
|
|
return 'hsv_to_rgb(vec3({0}, {1}, {2}))'.format(hue, sat, val)
|
|
|
|
elif node.type == 'INVERT':
|
|
fac = parse_value_input(node.inputs[0])
|
|
out_col = parse_vector_input(node.inputs[1])
|
|
return 'mix({0}, vec3(1.0) - ({0}), {1})'.format(out_col, fac)
|
|
|
|
elif node.type == 'MIX_RGB':
|
|
fac = parse_value_input(node.inputs[0])
|
|
fac_var = node_name(node.name) + '_fac'
|
|
curshader.write('float {0} = {1};'.format(fac_var, fac))
|
|
col1 = parse_vector_input(node.inputs[1], vec_size=3)
|
|
col2 = parse_vector_input(node.inputs[2], vec_size=3)
|
|
blend = node.blend_type
|
|
if blend == 'MIX':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var)
|
|
elif blend == 'ADD':
|
|
out_col = 'mix({0}, {0} + {1}, {2})'.format(col1, col2, fac_var)
|
|
elif blend == 'MULTIPLY':
|
|
out_col = 'mix({0}, {0} * {1}, {2})'.format(col1, col2, fac_var)
|
|
elif blend == 'SUBTRACT':
|
|
out_col = 'mix({0}, {0} - {1}, {2})'.format(col1, col2, fac_var)
|
|
elif blend == 'SCREEN':
|
|
out_col = '(vec3(1.0) - (vec3(1.0 - {2}) + {2} * (vec3(1.0) - {1})) * (vec3(1.0) - {0}))'.format(col1, col2, fac_var)
|
|
elif blend == 'DIVIDE':
|
|
out_col = '(vec3((1.0 - {2}) * {0} + {2} * {0} / {1}))'.format(col1, col2, fac_var)
|
|
elif blend == 'DIFFERENCE':
|
|
out_col = 'mix({0}, abs({0} - {1}), {2})'.format(col1, col2, fac_var)
|
|
elif blend == 'DARKEN':
|
|
out_col = 'min({0}, {1} * {2})'.format(col1, col2, fac_var)
|
|
elif blend == 'LIGHTEN':
|
|
out_col = 'max({0}, {1} * {2})'.format(col1, col2, fac_var)
|
|
elif blend == 'OVERLAY':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
elif blend == 'DODGE':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
elif blend == 'BURN':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
elif blend == 'HUE':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
elif blend == 'SATURATION':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
elif blend == 'VALUE':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
elif blend == 'COLOR':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
elif blend == 'SOFT_LIGHT':
|
|
out_col = '((1.0 - {2}) * {0} + {2} * ((vec3(1.0) - {0}) * {1} * {0} + {0} * (vec3(1.0) - (vec3(1.0) - {1}) * (vec3(1.0) - {0}))));'.format(col1, col2, fac)
|
|
elif blend == 'LINEAR_LIGHT':
|
|
out_col = 'mix({0}, {1}, {2})'.format(col1, col2, fac_var) # Revert to mix
|
|
# out_col = '({0} + {2} * (2.0 * ({1} - vec3(0.5))))'.format(col1, col2, fac_var)
|
|
if node.use_clamp:
|
|
return 'clamp({0}, vec3(0.0), vec3(1.0))'.format(out_col)
|
|
else:
|
|
return out_col
|
|
|
|
elif node.type == 'CURVE_RGB':
|
|
# Pass throuh
|
|
return parse_vector_input(node.inputs[1])
|
|
|
|
elif node.type == 'BLACKBODY':
|
|
# Pass constant
|
|
return to_vec3([0.84, 0.38, 0.0])
|
|
|
|
elif node.type == 'VALTORGB': # ColorRamp
|
|
fac = parse_value_input(node.inputs[0])
|
|
interp = node.color_ramp.interpolation
|
|
elems = node.color_ramp.elements
|
|
if len(elems) == 1:
|
|
return to_vec3(elems[0].color)
|
|
if interp == 'CONSTANT':
|
|
fac_var = node_name(node.name) + '_fac'
|
|
curshader.write('float {0} = {1};'.format(fac_var, fac))
|
|
# Get index
|
|
out_i = '0'
|
|
for i in range(1, len(elems)):
|
|
out_i += ' + ({0} > {1} ? 1 : 0)'.format(fac_var, elems[i].position)
|
|
# Write cols array
|
|
cols_var = node_name(node.name) + '_cols'
|
|
curshader.write('vec3 {0}[{1}];'.format(cols_var, len(elems)))
|
|
for i in range(0, len(elems)):
|
|
curshader.write('{0}[{1}] = vec3({2}, {3}, {4});'.format(cols_var, i, elems[i].color[0], elems[i].color[1], elems[i].color[2]))
|
|
return '{0}[{1}]'.format(cols_var, out_i)
|
|
else: # Linear, .. - 2 elems only, end pos assumed to be 1
|
|
# float f = clamp((pos - start) * (1.0 / (1.0 - start)), 0.0, 1.0);
|
|
return 'mix({0}, {1}, clamp(({2} - {3}) * (1.0 / (1.0 - {3})), 0.0, 1.0))'.format(to_vec3(elems[0].color), to_vec3(elems[1].color), fac, elems[0].position)
|
|
|
|
elif node.type == 'COMBHSV':
|
|
# vec3 hsv2rgb(vec3 c) {
|
|
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
# }
|
|
# vec3 rgb2hsv(vec3 c) {
|
|
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
# vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
|
# vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
# float d = q.x - min(q.w, q.y);
|
|
# float e = 1.0e-10;
|
|
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
# }
|
|
# Pass constant
|
|
return to_vec3([0.0, 0.0, 0.0])
|
|
|
|
elif node.type == 'COMBRGB':
|
|
r = parse_value_input(node.inputs[0])
|
|
g = parse_value_input(node.inputs[1])
|
|
b = parse_value_input(node.inputs[2])
|
|
return 'vec3({0}, {1}, {2})'.format(r, g, b)
|
|
|
|
elif node.type == 'WAVELENGTH':
|
|
curshader.add_function(c_functions.str_wavelength_to_rgb)
|
|
wl = parse_value_input(node.inputs[0])
|
|
# Roughly map to cycles - 450 to 600 nanometers
|
|
return 'wavelength_to_rgb(({0} - 450.0) / 150.0)'.format(wl)
|
|
|
|
def store_var_name(node):
|
|
return node_name(node.name) + '_store'
|
|
|
|
def texture_store(node, tex, tex_name, to_linear=False):
|
|
global parsing_basecol
|
|
global basecol_texname
|
|
global sample_bump
|
|
global sample_bump_res
|
|
mat_bind_texture(tex)
|
|
con.add_elem('tex', 2)
|
|
curshader.add_uniform('sampler2D {0}'.format(tex_name))
|
|
if node.inputs[0].is_linked:
|
|
uv_name = parse_vector_input(node.inputs[0])
|
|
else:
|
|
uv_name = 'texCoord'
|
|
tex_store = store_var_name(node)
|
|
if mat_texture_grad():
|
|
curshader.write('vec4 {0} = textureGrad({1}, {2}.xy, g2.xy, g2.zw);'.format(tex_store, tex_name, uv_name))
|
|
else:
|
|
curshader.write('vec4 {0} = texture({1}, {2}.xy);'.format(tex_store, tex_name, uv_name))
|
|
if sample_bump:
|
|
sample_bump_res = tex_store
|
|
curshader.write('vec2 {0}_inv = vec2({0}.x, 1.0 - {0}.y);'.format(uv_name))
|
|
curshader.write('vec2 {0}_step = vec2(1.0) / textureSize({1}, 0).xy;'.format(uv_name, tex_name))
|
|
curshader.write('float {0}_1 = texture({1}, {2}_inv + {2}_step * 2.0 * vec2(-1, 0)).r;'.format(tex_store, tex_name, uv_name))
|
|
curshader.write('float {0}_2 = texture({1}, {2}_inv + {2}_step * 2.0 * vec2(1, 0)).r;'.format(tex_store, tex_name, uv_name))
|
|
curshader.write('float {0}_3 = texture({1}, {2}_inv + {2}_step * 2.0 * vec2(0, -1)).r;'.format(tex_store, tex_name, uv_name))
|
|
curshader.write('float {0}_4 = texture({1}, {2}_inv + {2}_step * 2.0 * vec2(0, 1)).r;'.format(tex_store, tex_name, uv_name))
|
|
# curshader.write('float {0}_1 = textureOffset({1}, {2}_inv, ivec2(-1, 0)).r;'.format(tex_store, tex_name, uv_name))
|
|
# curshader.write('float {0}_2 = textureOffset({1}, {2}_inv, ivec2(1, 0)).r;'.format(tex_store, tex_name, uv_name))
|
|
# curshader.write('float {0}_3 = textureOffset({1}, {2}_inv, ivec2(0, -1)).r;'.format(tex_store, tex_name, uv_name))
|
|
# curshader.write('float {0}_4 = textureOffset({1}, {2}_inv, ivec2(0, 1)).r;'.format(tex_store, tex_name, uv_name))
|
|
sample_bump = False
|
|
if to_linear:
|
|
curshader.write('{0}.rgb = pow({0}.rgb, vec3(2.2));'.format(tex_store))
|
|
if parsing_basecol:
|
|
basecol_texname = tex_store
|
|
return tex_store
|
|
|
|
def parse_vector(node, socket):
|
|
global particle_info
|
|
global sample_bump
|
|
global sample_bump_res
|
|
|
|
if node.type == 'GROUP':
|
|
return parse_group(node, socket)
|
|
|
|
elif node.type == 'GROUP_INPUT':
|
|
return parse_group_input(node, socket)
|
|
|
|
elif node.type == 'ATTRIBUTE':
|
|
# UVMaps only for now
|
|
con.add_elem('tex', 2)
|
|
mat = mat_get_material()
|
|
mat_users = mat_get_material_users()
|
|
if mat_users != None and mat in mat_users:
|
|
mat_user = mat_users[mat][0]
|
|
if hasattr(mat_user.data, 'uv_layers'): # No uvlayers for Curve
|
|
lays = mat_user.data.uv_layers
|
|
# Second uvmap referenced
|
|
if len(lays) > 1 and node.attribute_name == lays[1].name:
|
|
con.add_elem('tex1', 2)
|
|
return 'texCoord1', 2
|
|
return 'texCoord', 2
|
|
|
|
elif node.type == 'CAMERA':
|
|
# View Vector
|
|
return 'vVec'
|
|
|
|
elif node.type == 'NEW_GEOMETRY':
|
|
if socket == node.outputs[0]: # Position
|
|
return 'wposition'
|
|
elif socket == node.outputs[1]: # Normal
|
|
return 'n'
|
|
elif socket == node.outputs[2]: # Tangent
|
|
return 'vec3(0.0)'
|
|
elif socket == node.outputs[3]: # True Normal
|
|
return 'n'
|
|
elif socket == node.outputs[4]: # Incoming
|
|
return 'vVec'
|
|
elif socket == node.outputs[5]: # Parametric
|
|
return 'mposition'
|
|
|
|
elif node.type == 'HAIR_INFO':
|
|
return 'vec3(0.0)' # Tangent Normal
|
|
|
|
elif node.type == 'OBJECT_INFO':
|
|
return 'wposition'
|
|
|
|
elif node.type == 'PARTICLE_INFO':
|
|
if socket == node.outputs[3]: # Location
|
|
particle_info['location'] = True
|
|
return 'p_location' if mat_get_material().arm_particle == 'gpu' else 'vec3(0.0)'
|
|
elif socket == node.outputs[5]: # Velocity
|
|
particle_info['velocity'] = True
|
|
return 'p_velocity' if mat_get_material().arm_particle == 'gpu' else 'vec3(0.0)'
|
|
elif socket == node.outputs[6]: # Angular Velocity
|
|
particle_info['angular_velocity'] = True
|
|
return 'vec3(0.0)'
|
|
|
|
elif node.type == 'TANGENT':
|
|
return 'vec3(0.0)'
|
|
|
|
elif node.type == 'TEX_COORD':
|
|
#obj = node.object
|
|
#dupli = node.from_dupli
|
|
if socket == node.outputs[0]: # Generated
|
|
return 'vec2(0.0)', 2
|
|
elif socket == node.outputs[1]: # Normal
|
|
return 'vec2(0.0)', 2
|
|
elif socket == node.outputs[2]: # UV
|
|
con.add_elem('tex', 2)
|
|
return 'texCoord', 2
|
|
elif socket == node.outputs[3]: # Object
|
|
return 'vec2(0.0)', 2
|
|
elif socket == node.outputs[4]: # Camera
|
|
return 'vec2(0.0)', 2
|
|
elif socket == node.outputs[5]: # Window
|
|
return 'vec2(0.0)', 2
|
|
elif socket == node.outputs[6]: # Reflection
|
|
return 'vec2(0.0)', 2
|
|
|
|
elif node.type == 'UVMAP':
|
|
#map = node.uv_map
|
|
#dupli = node.from_dupli
|
|
return 'vec2(0.0)', 2
|
|
|
|
elif node.type == 'BUMP':
|
|
# Interpolation strength
|
|
# strength = parse_value_input(node.inputs[0])
|
|
# Height multiplier
|
|
# distance = parse_value_input(node.inputs[1])
|
|
sample_bump = True
|
|
height = parse_value_input(node.inputs[2])
|
|
sample_bump = False
|
|
nor = parse_vector_input(node.inputs[3])
|
|
if sample_bump_res != '':
|
|
if node.invert:
|
|
ext = ['1', '2', '3', '4']
|
|
else:
|
|
ext = ['2', '1', '4', '3']
|
|
curshader.write('vec3 {0}_a = normalize(vec3(2.0, 0.0, {0}_{1} - {0}_{2}));'.format(sample_bump_res, ext[0], ext[1]))
|
|
curshader.write('vec3 {0}_b = normalize(vec3(0.0, 2.0, {0}_{1} - {0}_{2}));'.format(sample_bump_res, ext[2], ext[3]))
|
|
vc = 'cross({0}_a, {0}_b)'.format(sample_bump_res)
|
|
res = 'normalize(mat3({0}_a, {0}_b, {1}) * n)'.format(sample_bump_res, vc)
|
|
sample_bump_res = ''
|
|
else:
|
|
res = 'n'
|
|
return res
|
|
|
|
elif node.type == 'MAPPING':
|
|
out = parse_vector_input(node.inputs[0])
|
|
# ZYX rotation, Z axis for now..
|
|
if node.rotation[2] != 0.0:
|
|
a = node.rotation[2]
|
|
out = 'vec2({0}.x * {1} - (1.0 - {0}.y) * {2}, 1.0 - ({0}.x * {2} + (1.0 - {0}.y) * {1}))'.format(out, math.cos(a), math.sin(a))
|
|
# if node.rotation[1] != 0.0:
|
|
# a = node.rotation[1]
|
|
# out = 'vec2({0}.x * {1} - {0}.z * {2}, {0}.x * {2} + {0}.z * {1})'.format(out, math.cos(a), math.sin(a))
|
|
# if node.rotation[0] != 0.0:
|
|
# a = node.rotation[0]
|
|
# out = 'vec2({0}.y * {1} - {0}.z * {2}, {0}.y * {2} + {0}.z * {1})'.format(out, math.cos(a), math.sin(a))
|
|
if node.scale[0] != 1.0 or node.scale[1] != 1.0 or node.scale[2] != 1.0:
|
|
out = '({0} * vec2({1}, {2}))'.format(out, node.scale[0], node.scale[1])
|
|
if node.translation[0] != 0.0 or node.translation[1] != 0.0 or node.translation[2] != 0.0:
|
|
out = '({0} + vec2({1}, {2}))'.format(out, node.translation[0], node.translation[1])
|
|
if node.use_min:
|
|
out = 'max({0}, vec2({1}, {2}))'.format(out, node.min[0], node.min[1])
|
|
if node.use_max:
|
|
out = 'min({0}, vec2({1}, {2}))'.format(out, node.max[0], node.max[1])
|
|
return out, 2
|
|
|
|
elif node.type == 'NORMAL':
|
|
if socket == node.outputs[0]:
|
|
return to_vec3(node.outputs[0].default_value)
|
|
elif socket == node.outputs[1]: # TODO: is parse_value path preferred?
|
|
nor = parse_vector_input(node.inputs[0])
|
|
return 'vec3(dot({0}, {1}))'.format(to_vec3(node.outputs[0].default_value), nor)
|
|
|
|
elif node.type == 'NORMAL_MAP':
|
|
if curshader == tese:
|
|
return parse_vector_input(node.inputs[1])
|
|
else:
|
|
#space = node.space
|
|
#map = node.uv_map
|
|
# strength = parse_value_input(node.inputs[0])
|
|
parse_normal_map_color_input(node.inputs[1]) # Color
|
|
return None
|
|
|
|
elif node.type == 'CURVE_VEC':
|
|
# fac = parse_value_input(node.inputs[0])
|
|
# Pass throuh
|
|
return parse_vector_input(node.inputs[1])
|
|
|
|
elif node.type == 'VECT_TRANSFORM':
|
|
#type = node.vector_type
|
|
#conv_from = node.convert_from
|
|
#conv_to = node.convert_to
|
|
# Pass throuh
|
|
return parse_vector_input(node.inputs[0])
|
|
|
|
elif node.type == 'COMBXYZ':
|
|
x = parse_value_input(node.inputs[0])
|
|
y = parse_value_input(node.inputs[1])
|
|
z = parse_value_input(node.inputs[2])
|
|
return 'vec3({0}, {1}, {2})'.format(x, y, z)
|
|
|
|
elif node.type == 'VECT_MATH':
|
|
vec1 = parse_vector_input(node.inputs[0])
|
|
vec2 = parse_vector_input(node.inputs[1])
|
|
op = node.operation
|
|
if op == 'ADD':
|
|
return '({0} + {1})'.format(vec1, vec2)
|
|
elif op == 'SUBTRACT':
|
|
return '({0} - {1})'.format(vec1, vec2)
|
|
elif op == 'AVERAGE':
|
|
return '(({0} + {1}) / 2.0)'.format(vec1, vec2)
|
|
elif op == 'DOT_PRODUCT':
|
|
return 'vec3(dot({0}, {1}))'.format(vec1, vec2)
|
|
elif op == 'CROSS_PRODUCT':
|
|
return 'cross({0}, {1})'.format(vec1, vec2)
|
|
elif op == 'NORMALIZE':
|
|
return 'normalize({0})'.format(vec1)
|
|
|
|
def parse_normal_map_color_input(inp):
|
|
global normal_parsed
|
|
global frag
|
|
if basecol_only:
|
|
return
|
|
if inp.is_linked == False:
|
|
return
|
|
if normal_parsed:
|
|
return
|
|
normal_parsed = True
|
|
frag.write_pre_header += 1
|
|
defplus = get_rp_renderer() == 'Deferred Plus'
|
|
if not get_arm_export_tangents() or defplus or mat_get_material().arm_decal: # Compute TBN matrix
|
|
frag.write('vec3 texn = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
|
|
frag.add_include('std/normals.glsl')
|
|
if defplus:
|
|
frag.write('mat3 TBN = cotangentFrame(n, -vVec, g2.xy, g2.zw);')
|
|
else:
|
|
frag.write('mat3 TBN = cotangentFrame(n, -vVec, texCoord);')
|
|
frag.write('n = TBN * normalize(texn);')
|
|
else:
|
|
frag.write('vec3 n = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
|
|
frag.write('n = normalize(TBN * n);')
|
|
con.add_elem('tang', 3)
|
|
frag.write_pre_header -= 1
|
|
|
|
def parse_value_input(inp):
|
|
if inp.is_linked:
|
|
l = inp.links[0]
|
|
|
|
if l.from_node.type == 'REROUTE':
|
|
return parse_value_input(l.from_node.inputs[0])
|
|
|
|
res_var = write_result(l)
|
|
st = l.from_socket.type
|
|
if st == 'RGB' or st == 'RGBA' or st == 'VECTOR':
|
|
return '{0}.x'.format(res_var)
|
|
else: # VALUE
|
|
return res_var
|
|
else:
|
|
if mat_batch() and inp.is_uniform:
|
|
return to_uniform(inp)
|
|
else:
|
|
return to_vec1(inp.default_value)
|
|
|
|
def parse_value(node, socket):
|
|
global particle_info
|
|
global sample_bump
|
|
|
|
if node.type == 'GROUP':
|
|
if node.node_tree.name.startswith('Armory PBR'):
|
|
# Displacement
|
|
if socket == node.outputs[1]:
|
|
return parse_value_input(node.inputs[7])
|
|
else:
|
|
return None
|
|
else:
|
|
return parse_group(node, socket)
|
|
|
|
elif node.type == 'GROUP_INPUT':
|
|
return parse_group_input(node, socket)
|
|
|
|
elif node.type == 'ATTRIBUTE':
|
|
# Pass time till drivers are implemented
|
|
if node.attribute_name == 'time':
|
|
curshader.add_uniform('float time', link='_time')
|
|
return 'time'
|
|
else:
|
|
return '0.0'
|
|
|
|
elif node.type == 'CAMERA':
|
|
# View Z Depth
|
|
if socket == node.outputs[1]:
|
|
curshader.add_include('std/math.glsl')
|
|
curshader.add_uniform('vec2 cameraProj', link='_cameraPlaneProj')
|
|
return 'linearize(gl_FragCoord.z, cameraProj)'
|
|
# View Distance
|
|
else:
|
|
curshader.add_uniform('vec3 eye', link='_cameraPosition')
|
|
return 'distance(eye, wposition)'
|
|
|
|
elif node.type == 'FRESNEL':
|
|
ior = parse_value_input(node.inputs[0])
|
|
#nor = parse_vectorZ_input(node.inputs[1])
|
|
return 'pow(1.0 - dotNV, 7.25 / {0})'.format(ior) # max(dotNV, 0.0)
|
|
|
|
elif node.type == 'NEW_GEOMETRY':
|
|
if socket == node.outputs[6]: # Backfacing
|
|
return '0.0'
|
|
elif socket == node.outputs[7]: # Pointiness
|
|
return '0.0'
|
|
|
|
elif node.type == 'HAIR_INFO':
|
|
# Is Strand
|
|
# Intercept
|
|
# Thickness
|
|
return '0.5'
|
|
|
|
elif node.type == 'LAYER_WEIGHT':
|
|
blend = parse_value_input(node.inputs[0])
|
|
# nor = parse_vector_input(node.inputs[1])
|
|
if socket == node.outputs[0]: # Fresnel
|
|
return 'clamp(pow(1.0 - dotNV, (1.0 - {0}) * 10.0), 0.0, 1.0)'.format(blend)
|
|
elif socket == node.outputs[1]: # Facing
|
|
return '((1.0 - dotNV) * {0})'.format(blend)
|
|
|
|
elif node.type == 'LIGHT_PATH':
|
|
if socket == node.outputs[0]: # Is Camera Ray
|
|
return '1.0'
|
|
elif socket == node.outputs[1]: # Is Shadow Ray
|
|
return '0.0'
|
|
elif socket == node.outputs[2]: # Is Diffuse Ray
|
|
return '1.0'
|
|
elif socket == node.outputs[3]: # Is Glossy Ray
|
|
return '1.0'
|
|
elif socket == node.outputs[4]: # Is Singular Ray
|
|
return '0.0'
|
|
elif socket == node.outputs[5]: # Is Reflection Ray
|
|
return '0.0'
|
|
elif socket == node.outputs[6]: # Is Transmission Ray
|
|
return '0.0'
|
|
elif socket == node.outputs[7]: # Ray Length
|
|
return '0.0'
|
|
elif socket == node.outputs[8]: # Ray Depth
|
|
return '0.0'
|
|
elif socket == node.outputs[9]: # Transparent Depth
|
|
return '0.0'
|
|
elif socket == node.outputs[10]: # Transmission Depth
|
|
return '0.0'
|
|
|
|
elif node.type == 'OBJECT_INFO':
|
|
if socket == node.outputs[1]: # Object Index
|
|
curshader.add_uniform('float objectInfoIndex', link='_objectInfoIndex')
|
|
return 'objectInfoIndex'
|
|
elif socket == node.outputs[2]: # Material Index
|
|
curshader.add_uniform('float objectInfoMaterialIndex', link='_objectInfoMaterialIndex')
|
|
return 'objectInfoMaterialIndex'
|
|
elif socket == node.outputs[3]: # Random
|
|
curshader.add_uniform('float objectInfoRandom', link='_objectInfoRandom')
|
|
return 'objectInfoRandom'
|
|
|
|
elif node.type == 'PARTICLE_INFO':
|
|
if socket == node.outputs[0]: # Index
|
|
particle_info['index'] = True
|
|
return 'p_index' if mat_get_material().arm_particle == 'gpu' else '0.0'
|
|
elif socket == node.outputs[1]: # Age
|
|
particle_info['age'] = True
|
|
return 'p_age' if mat_get_material().arm_particle == 'gpu' else '0.0'
|
|
elif socket == node.outputs[2]: # Lifetime
|
|
particle_info['lifetime'] = True
|
|
return 'p_lifetime' if mat_get_material().arm_particle == 'gpu' else '0.0'
|
|
elif socket == node.outputs[4]: # Size
|
|
particle_info['size'] = True
|
|
return '1.0'
|
|
|
|
elif node.type == 'VALUE':
|
|
return to_vec1(node.outputs[0].default_value)
|
|
|
|
elif node.type == 'WIREFRAME':
|
|
#node.use_pixel_size
|
|
# size = parse_value_input(node.inputs[0])
|
|
return '0.0'
|
|
|
|
elif node.type == 'TEX_BRICK':
|
|
return '0.0'
|
|
|
|
elif node.type == 'TEX_CHECKER':
|
|
# TODO: do not recompute when color socket is also connected
|
|
curshader.add_function(c_functions.str_tex_checker)
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
col1 = parse_vector_input(node.inputs[1])
|
|
col2 = parse_vector_input(node.inputs[2])
|
|
scale = parse_value_input(node.inputs[3])
|
|
res = 'tex_checker({0}, {1}, {2}, {3}).r'.format(co, col1, col2, scale)
|
|
if sample_bump:
|
|
write_bump(node, res)
|
|
return res
|
|
|
|
elif node.type == 'TEX_GRADIENT':
|
|
return '0.0'
|
|
|
|
elif node.type == 'TEX_IMAGE':
|
|
# Already fetched
|
|
if res_var_name(node, node.outputs[0]) in parsed:
|
|
return '{0}.a'.format(store_var_name(node))
|
|
tex_name = safesrc(node.name)
|
|
tex = make_texture(node, tex_name)
|
|
if tex != None:
|
|
curshader.write_pre_header += 1
|
|
res = '{0}.a'.format(texture_store(node, tex, tex_name))
|
|
curshader.write_pre_header -= 1
|
|
return res
|
|
else:
|
|
tex_store = store_var_name(node) # Pink color for missing texture
|
|
curshader.write('vec4 {0} = vec4(1.0, 0.0, 1.0, 1.0);'.format(tex_store))
|
|
return '{0}.a'.format(tex_store)
|
|
|
|
elif node.type == 'TEX_MAGIC':
|
|
return '0.0'
|
|
|
|
elif node.type == 'TEX_MUSGRAVE':
|
|
# Fall back to noise
|
|
curshader.add_function(c_functions.str_tex_noise)
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
scale = parse_value_input(node.inputs[1])
|
|
# detail = parse_value_input(node.inputs[2])
|
|
# distortion = parse_value_input(node.inputs[3])
|
|
return 'tex_noise_f({0} * {1})'.format(co, scale)
|
|
|
|
elif node.type == 'TEX_NOISE':
|
|
curshader.add_function(c_functions.str_tex_noise)
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
scale = parse_value_input(node.inputs[1])
|
|
# detail = parse_value_input(node.inputs[2])
|
|
# distortion = parse_value_input(node.inputs[3])
|
|
res = 'tex_noise({0} * {1})'.format(co, scale)
|
|
if sample_bump:
|
|
write_bump(node, res)
|
|
return res
|
|
|
|
elif node.type == 'TEX_POINTDENSITY':
|
|
return '0.0'
|
|
|
|
elif node.type == 'TEX_VORONOI':
|
|
curshader.add_function(c_functions.str_tex_voronoi)
|
|
assets_add(get_sdk_path() + '/armory/Assets/' + 'noise64.png')
|
|
assets_add_embedded_data('noise64.png')
|
|
curshader.add_uniform('sampler2D snoise', link='_noise64')
|
|
if node.inputs[0].is_linked:
|
|
co = parse_vector_input(node.inputs[0])
|
|
else:
|
|
co = 'mposition'
|
|
scale = parse_value_input(node.inputs[1])
|
|
if node.coloring == 'INTENSITY':
|
|
return 'tex_voronoi({0} * {1}).a'.format(co, scale)
|
|
else: # CELLS
|
|
return 'tex_voronoi({0} * {1}).r'.format(co, scale)
|
|
|
|
elif node.type == 'TEX_WAVE':
|
|
return '0.0'
|
|
|
|
elif node.type == 'LIGHT_FALLOFF':
|
|
# Constant, linear, quadratic
|
|
# Shaders default to quadratic for now
|
|
return '1.0'
|
|
|
|
elif node.type == 'NORMAL':
|
|
nor = parse_vector_input(node.inputs[0])
|
|
return 'dot({0}, {1})'.format(to_vec3(node.outputs[0].default_value), nor)
|
|
|
|
elif node.type == 'VALTORGB': # ColorRamp
|
|
return '1.0'
|
|
|
|
elif node.type == 'MATH':
|
|
val1 = parse_value_input(node.inputs[0])
|
|
val2 = parse_value_input(node.inputs[1])
|
|
op = node.operation
|
|
if op == 'ADD':
|
|
out_val = '({0} + {1})'.format(val1, val2)
|
|
elif op == 'SUBTRACT':
|
|
out_val = '({0} - {1})'.format(val1, val2)
|
|
elif op == 'MULTIPLY':
|
|
out_val = '({0} * {1})'.format(val1, val2)
|
|
elif op == 'DIVIDE':
|
|
out_val = '({0} / {1})'.format(val1, val2)
|
|
elif op == 'SINE':
|
|
out_val = 'sin({0})'.format(val1)
|
|
elif op == 'COSINE':
|
|
out_val = 'cos({0})'.format(val1)
|
|
elif op == 'TANGENT':
|
|
out_val = 'tan({0})'.format(val1)
|
|
elif op == 'ARCSINE':
|
|
out_val = 'asin({0})'.format(val1)
|
|
elif op == 'ARCCOSINE':
|
|
out_val = 'acos({0})'.format(val1)
|
|
elif op == 'ARCTANGENT':
|
|
out_val = 'atan({0})'.format(val1)
|
|
elif op == 'POWER':
|
|
out_val = 'pow({0}, {1})'.format(val1, val2)
|
|
elif op == 'LOGARITHM':
|
|
out_val = 'log({0})'.format(val1)
|
|
elif op == 'MINIMUM':
|
|
out_val = 'min({0}, {1})'.format(val1, val2)
|
|
elif op == 'MAXIMUM':
|
|
out_val = 'max({0}, {1})'.format(val1, val2)
|
|
elif op == 'ROUND':
|
|
# out_val = 'round({0})'.format(val1)
|
|
out_val = 'floor({0} + 0.5)'.format(val1)
|
|
elif op == 'LESS_THAN':
|
|
out_val = 'float({0} < {1})'.format(val1, val2)
|
|
elif op == 'GREATER_THAN':
|
|
out_val = 'float({0} > {1})'.format(val1, val2)
|
|
elif op == 'MODULO':
|
|
# out_val = 'float({0} % {1})'.format(val1, val2)
|
|
out_val = 'mod({0}, {1})'.format(val1, val2)
|
|
elif op == 'ABSOLUTE':
|
|
out_val = 'abs({0})'.format(val1)
|
|
if node.use_clamp:
|
|
return 'clamp({0}, 0.0, 1.0)'.format(out_val)
|
|
else:
|
|
return out_val
|
|
|
|
elif node.type == 'RGBTOBW':
|
|
col = parse_vector_input(node.inputs[0])
|
|
return '((({0}.r * 0.3 + {0}.g * 0.59 + {0}.b * 0.11) / 3.0) * 2.5)'.format(col)
|
|
|
|
elif node.type == 'SEPHSV':
|
|
return '0.0'
|
|
|
|
elif node.type == 'SEPRGB':
|
|
col = parse_vector_input(node.inputs[0])
|
|
if socket == node.outputs[0]:
|
|
return '{0}.r'.format(col)
|
|
elif socket == node.outputs[1]:
|
|
return '{0}.g'.format(col)
|
|
elif socket == node.outputs[2]:
|
|
return '{0}.b'.format(col)
|
|
|
|
elif node.type == 'SEPXYZ':
|
|
vec = parse_vector_input(node.inputs[0])
|
|
if socket == node.outputs[0]:
|
|
return '{0}.x'.format(vec)
|
|
elif socket == node.outputs[1]:
|
|
return '{0}.y'.format(vec)
|
|
elif socket == node.outputs[2]:
|
|
return '{0}.z'.format(vec)
|
|
|
|
elif node.type == 'VECT_MATH':
|
|
vec1 = parse_vector_input(node.inputs[0])
|
|
vec2 = parse_vector_input(node.inputs[1])
|
|
op = node.operation
|
|
if op == 'DOT_PRODUCT':
|
|
return 'dot({0}, {1})'.format(vec1, vec2)
|
|
else:
|
|
return '0.0'
|
|
|
|
def write_bump(node, res):
|
|
global sample_bump
|
|
global sample_bump_res
|
|
sample_bump_res = store_var_name(node) + '_bump'
|
|
# Testing.. get function parts..
|
|
ar = res.split('(', 1)
|
|
pre = ar[0] + '('
|
|
if ',' in ar[1]:
|
|
ar2 = ar[1].split(',', 1)
|
|
co = ar2[0]
|
|
post = ',' + ar2[1]
|
|
else:
|
|
co = ar[1][:-1]
|
|
post = ')'
|
|
curshader.write('float {0}_1 = {1}{2} + vec2(-1, 0){3};'.format(sample_bump_res, pre, co, post))
|
|
curshader.write('float {0}_2 = {1}{2} + vec2(1, 0){3};'.format(sample_bump_res, pre, co, post))
|
|
curshader.write('float {0}_3 = {1}{2} + vec2(0, -1){3};'.format(sample_bump_res, pre, co, post))
|
|
curshader.write('float {0}_4 = {1}{2} + vec2(0, 1){3};'.format(sample_bump_res, pre, co, post))
|
|
sample_bump = False
|
|
|
|
def to_vec1(v):
|
|
return str(v)
|
|
|
|
def to_vec2(v):
|
|
return 'vec2({0}, {1})'.format(v[0], v[1])
|
|
|
|
def to_vec3(v):
|
|
return 'vec3({0}, {1}, {2})'.format(v[0], v[1], v[2])
|
|
|
|
def to_vec4(v):
|
|
return 'vec4({0}, {1}, {2}, {3})'.format(v[0], v[1], v[2], v[3])
|
|
|
|
def node_by_type(nodes, ntype):
|
|
for n in nodes:
|
|
if n.type == ntype:
|
|
return n
|
|
|
|
def socket_index(node, socket):
|
|
for i in range(0, len(node.outputs)):
|
|
if node.outputs[i] == socket:
|
|
return i
|
|
|
|
def node_name(s):
|
|
s = safesrc(s)
|
|
if len(parents) > 0:
|
|
s = safesrc(parents[-1].name) + '_' + s
|
|
if '__' in s: # Consecutive _ are reserved
|
|
s = s.replace('_', '_x')
|
|
return s
|
|
|
|
##
|
|
|
|
def get_rp_renderer():
|
|
return arm.utils.get_rp().rp_renderer
|
|
|
|
def get_arm_export_tangents():
|
|
return bpy.data.worlds['Arm'].arm_export_tangents
|
|
|
|
def safesrc(name):
|
|
return arm.utils.safesrc(name)
|
|
|
|
def get_sdk_path():
|
|
return arm.utils.get_sdk_path()
|
|
|
|
def disp_enabled():
|
|
return arm.utils.disp_enabled(arm.make_state.target)
|
|
|
|
def warn(text):
|
|
arm.log.warn(text)
|
|
|
|
def assets_add(path):
|
|
arm.assets.add(path)
|
|
|
|
def assets_add_embedded_data(path):
|
|
arm.assets.add_embedded_data(path)
|
|
|
|
def make_texture(node, name):
|
|
return arm.material.make_texture.make(node, name)
|
|
|
|
def mat_name():
|
|
return mat_state.material.name
|
|
|
|
def mat_batch():
|
|
return mat_state.batch
|
|
|
|
def mat_bind_texture(tex):
|
|
mat_state.bind_textures.append(tex)
|
|
|
|
def mat_texture_grad():
|
|
return mat_state.texture_grad
|
|
|
|
def mat_get_material():
|
|
return mat_state.material
|
|
|
|
def mat_get_material_users():
|
|
return mat_state.mat_users
|