armory/blender/arm/material/cycles.py
2021-10-25 19:43:13 +02:00

920 lines
33 KiB
Python

#
# This module builds upon Cycles nodes work licensed as
# Copyright 2011-2013 Blender Foundation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
import os
import shutil
from typing import Any, Callable, Dict, Optional, Tuple
import bpy
import arm.assets
import arm.log as log
import arm.make_state
import arm.material.cycles_functions as c_functions
from arm.material.cycles_nodes import *
import arm.material.mat_state as mat_state
from arm.material.parser_state import ParserState, ParserContext
from arm.material.shader import Shader, ShaderContext, floatstr, vec3str
import arm.utils
if arm.is_reload(__name__):
arm.assets = arm.reload_module(arm.assets)
log = arm.reload_module(log)
arm.make_state = arm.reload_module(arm.make_state)
c_functions = arm.reload_module(c_functions)
arm.material.cycles_nodes = arm.reload_module(arm.material.cycles_nodes)
from arm.material.cycles_nodes import *
mat_state = arm.reload_module(mat_state)
arm.material.parser_state = arm.reload_module(arm.material.parser_state)
from arm.material.parser_state import ParserState, ParserContext
arm.material.shader = arm.reload_module(arm.material.shader)
from arm.material.shader import Shader, ShaderContext, floatstr, vec3str
arm.utils = arm.reload_module(arm.utils)
else:
arm.enable_reload(__name__)
# Particle info export
particle_info: Dict[str, bool] = {}
state: Optional[ParserState]
def parse(nodes, con: ShaderContext,
vert: Shader, frag: Shader, geom: Shader, tesc: Shader, tese: Shader,
parse_surface=True, parse_opacity=True, parse_displacement=True, basecol_only=False):
global state
state = ParserState(ParserContext.OBJECT)
state.parse_surface = parse_surface
state.parse_opacity = parse_opacity
state.parse_displacement = parse_displacement
state.basecol_only = basecol_only
state.con = con
state.vert = vert
state.frag = frag
state.geom = geom
state.tesc = tesc
state.tese = tese
output_node = node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node is not None:
custom_particle_node = node_by_name(nodes, 'ArmCustomParticleNode')
parse_material_output(output_node, custom_particle_node)
# Make sure that individual functions in this module aren't called with an incorrect/old parser state, set it to
# None so that it will raise exceptions when not set
state = None
def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.Node):
global particle_info
parse_surface = state.parse_surface
parse_opacity = state.parse_opacity
parse_displacement = state.parse_displacement
state.emission_found = False
particle_info = {
'index': False,
'age': False,
'lifetime': False,
'location': False,
'size': False,
'velocity': False,
'angular_velocity': False
}
state.sample_bump = False
state.sample_bump_res = ''
state.procedurals_written = False
wrd = bpy.data.worlds['Arm']
# Surface
if parse_surface or parse_opacity:
state.parents = []
state.parsed = set()
state.normal_parsed = False
curshader = state.frag
state.curshader = curshader
out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_emission = parse_shader_input(node.inputs[0])
if parse_surface:
curshader.write('basecol = {0};'.format(out_basecol))
curshader.write('roughness = {0};'.format(out_roughness))
curshader.write('metallic = {0};'.format(out_metallic))
curshader.write('occlusion = {0};'.format(out_occlusion))
curshader.write('specular = {0};'.format(out_specular))
if '_Emission' in wrd.world_defs:
curshader.write('emission = {0};'.format(out_emission))
if parse_opacity:
curshader.write('opacity = {0} - 0.0002;'.format(out_opacity))
# Volume
# parse_volume_input(node.inputs[1])
# Displacement
if parse_displacement and disp_enabled() and node.inputs[2].is_linked:
state.parents = []
state.parsed = set()
state.normal_parsed = False
rpdat = arm.utils.get_rp()
if rpdat.arm_rp_displacement == 'Tessellation' and state.tese is not None:
state.curshader = state.tese
else:
state.curshader = state.vert
out_disp = parse_displacement_input(node.inputs[2])
state.curshader.write('vec3 disp = {0};'.format(out_disp))
if custom_particle_node is not None:
if not (parse_displacement and disp_enabled() and node.inputs[2].is_linked):
state.parents = []
state.parsed = set()
state.normal_parsed = False
state.curshader = state.vert
custom_particle_node.parse(state.curshader, state.con)
def parse_group(node, socket): # Entering group
index = socket_index(node, socket)
output_node = node_by_type(node.node_tree.nodes, 'GROUP_OUTPUT')
if output_node is None:
return
inp = output_node.inputs[index]
state.parents.append(node)
out_group = parse_input(inp)
state.parents.pop()
return out_group
def parse_group_input(node: bpy.types.Node, socket: bpy.types.NodeSocket):
index = socket_index(node, socket)
parent = state.parents.pop() # Leaving group
inp = parent.inputs[index]
res = parse_input(inp)
state.parents.append(parent) # Return to group
return res
def parse_input(inp: bpy.types.NodeSocket):
if inp.type == 'SHADER':
return parse_shader_input(inp)
elif inp.type in ('RGB', 'RGBA', 'VECTOR'):
return parse_vector_input(inp)
elif inp.type == 'VALUE':
return parse_value_input(inp)
def parse_shader_input(inp: bpy.types.NodeSocket) -> Tuple[str, ...]:
# Follow input
if inp.is_linked:
link = inp.links[0]
if link.from_node.type == 'REROUTE':
return parse_shader_input(link.from_node.inputs[0])
return parse_shader(link.from_node, link.from_socket)
# Use direct socket value
else:
out_basecol = 'vec3(0.8)'
out_roughness = '0.0'
out_metallic = '0.0'
out_occlusion = '1.0'
out_specular = '1.0'
out_opacity = '1.0'
out_emission = '0.0'
return out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_emission
def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[str, ...]:
# Use switch-like lookup via dictionary
# (better performance, better code readability)
# 'NODE_TYPE': parser_function
node_parser_funcs: Dict[str, Callable] = {
'MIX_SHADER': nodes_shader.parse_mixshader,
'ADD_SHADER': nodes_shader.parse_addshader,
'BSDF_PRINCIPLED': nodes_shader.parse_bsdfprincipled,
'BSDF_DIFFUSE': nodes_shader.parse_bsdfdiffuse,
'BSDF_GLOSSY': nodes_shader.parse_bsdfglossy,
'AMBIENT_OCCLUSION': nodes_shader.parse_ambientocclusion,
'BSDF_ANISOTROPIC': nodes_shader.parse_bsdfanisotropic,
'EMISSION': nodes_shader.parse_emission,
'BSDF_GLASS': nodes_shader.parse_bsdfglass,
'HOLDOUT': nodes_shader.parse_holdout,
'SUBSURFACE_SCATTERING': nodes_shader.parse_subsurfacescattering,
'BSDF_TRANSLUCENT': nodes_shader.parse_bsdftranslucent,
'BSDF_TRANSPARENT': nodes_shader.parse_bsdftransparent,
'BSDF_VELVET': nodes_shader.parse_bsdfvelvet,
}
state.reset_outs()
if node.type in node_parser_funcs:
node_parser_funcs[node.type](node, socket, state)
elif node.type == 'GROUP':
if node.node_tree.name.startswith('Armory PBR'):
if state.parse_surface:
# Normal
if node.inputs[5].is_linked and node.inputs[5].links[0].from_node.type == 'NORMAL_MAP':
log.warn(mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly')
parse_normal_map_color_input(node.inputs[5])
# Base color
state.out_basecol = parse_vector_input(node.inputs[0])
# Occlusion
state.out_occlusion = parse_value_input(node.inputs[2])
# Roughness
state.out_roughness = parse_value_input(node.inputs[3])
# Metallic
state.out_metallic = parse_value_input(node.inputs[4])
# Emission
if node.inputs[6].is_linked or node.inputs[6].default_value != 0.0:
state.out_emission = parse_value_input(node.inputs[6])
state.emission_found = True
if state.parse_opacity:
state.out_opacity = parse_value_input(node.inputs[1])
else:
return parse_group(node, socket)
elif node.type == 'GROUP_INPUT':
return parse_group_input(node, socket)
elif node.type == 'CUSTOM':
if node.bl_idname == 'ArmShaderDataNode':
return node.parse(state.frag, state.vert)
else:
# TODO: Print node tree name (save in ParserState)
log.warn(f'Material node type {node.type} not supported')
return state.get_outs()
def parse_displacement_input(inp):
if inp.is_linked:
l = inp.links[0]
if l.from_node.type == 'REROUTE':
return parse_displacement_input(l.from_node.inputs[0])
return parse_vector_input(inp)
else:
return None
def parse_vector_input(inp: bpy.types.NodeSocket) -> vec3str:
"""Return the parsed result of the given input socket."""
# Follow input
if inp.is_linked:
link = inp.links[0]
if link.from_node.type == 'REROUTE':
return parse_vector_input(link.from_node.inputs[0])
res_var = write_result(link)
st = link.from_socket.type
if st in ('RGB', 'RGBA', 'VECTOR'):
return res_var
else: # VALUE
return f'vec3({res_var})'
# Unlinked reroute
elif inp.type == 'VALUE':
return to_vec3([0.0, 0.0, 0.0])
# Use direct socket value
else:
if mat_batch() and inp.is_uniform:
return to_uniform(inp)
else:
return to_vec3(inp.default_value)
def parse_vector(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str:
"""Parses the vector/color output value from the given node and socket."""
node_parser_funcs: Dict[str, Callable] = {
'ATTRIBUTE': nodes_input.parse_attribute,
# RGB outputs
'RGB': nodes_input.parse_rgb,
'TEX_BRICK': nodes_texture.parse_tex_brick,
'TEX_CHECKER': nodes_texture.parse_tex_checker,
'TEX_ENVIRONMENT': nodes_texture.parse_tex_environment,
'TEX_GRADIENT': nodes_texture.parse_tex_gradient,
'TEX_IMAGE': nodes_texture.parse_tex_image,
'TEX_MAGIC': nodes_texture.parse_tex_magic,
'TEX_MUSGRAVE': nodes_texture.parse_tex_musgrave,
'TEX_NOISE': nodes_texture.parse_tex_noise,
'TEX_POINTDENSITY': nodes_texture.parse_tex_pointdensity,
'TEX_SKY': nodes_texture.parse_tex_sky,
'TEX_VORONOI': nodes_texture.parse_tex_voronoi,
'TEX_WAVE': nodes_texture.parse_tex_wave,
'VERTEX_COLOR': nodes_input.parse_vertex_color,
'BRIGHTCONTRAST': nodes_color.parse_brightcontrast,
'GAMMA': nodes_color.parse_gamma,
'HUE_SAT': nodes_color.parse_huesat,
'INVERT': nodes_color.parse_invert,
'MIX_RGB': nodes_color.parse_mixrgb,
'BLACKBODY': nodes_converter.parse_blackbody,
'VALTORGB': nodes_converter.parse_valtorgb, # ColorRamp
'CURVE_VEC': nodes_vector.parse_curvevec, # Vector Curves
'CURVE_RGB': nodes_color.parse_curvergb,
'COMBHSV': nodes_converter.parse_combhsv,
'COMBRGB': nodes_converter.parse_combrgb,
'WAVELENGTH': nodes_converter.parse_wavelength,
# Vector outputs
'CAMERA': nodes_input.parse_camera,
'NEW_GEOMETRY': nodes_input.parse_geometry,
'HAIR_INFO': nodes_input.parse_hairinfo,
'OBJECT_INFO': nodes_input.parse_objectinfo,
'PARTICLE_INFO': nodes_input.parse_particleinfo,
'TANGENT': nodes_input.parse_tangent,
'TEX_COORD': nodes_input.parse_texcoord,
'UVMAP': nodes_input.parse_uvmap,
'BUMP': nodes_vector.parse_bump,
'MAPPING': nodes_vector.parse_mapping,
'NORMAL': nodes_vector.parse_normal,
'NORMAL_MAP': nodes_vector.parse_normalmap,
'VECT_TRANSFORM': nodes_vector.parse_vectortransform,
'COMBXYZ': nodes_converter.parse_combxyz,
'VECT_MATH': nodes_converter.parse_vectormath,
'DISPLACEMENT': nodes_vector.parse_displacement,
'VECTOR_ROTATE': nodes_vector.parse_vectorrotate,
}
if node.type in node_parser_funcs:
return node_parser_funcs[node.type](node, socket, state)
elif node.type == 'GROUP':
return parse_group(node, socket)
elif node.type == 'GROUP_INPUT':
return parse_group_input(node, socket)
elif node.type == 'CUSTOM':
if node.bl_idname == 'ArmShaderDataNode':
return node.parse(state.frag, state.vert)
log.warn(f'Material node type {node.type} not supported')
return "vec3(0, 0, 0)"
def parse_normal_map_color_input(inp, strength_input=None):
frag = state.frag
if state.basecol_only or not inp.is_linked or state.normal_parsed:
return
state.normal_parsed = True
frag.write_normal += 1
if not get_arm_export_tangents() or mat_get_material().arm_decal: # Compute TBN matrix
frag.write('vec3 texn = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
frag.write('texn.y = -texn.y;')
frag.add_include('std/normals.glsl')
frag.write('mat3 TBN = cotangentFrame(n, -vVec, texCoord);')
frag.write('n = TBN * normalize(texn);')
else:
frag.write('n = ({0}) * 2.0 - 1.0;'.format(parse_vector_input(inp)))
if strength_input is not None:
strength = parse_value_input(strength_input)
if strength != '1.0':
frag.write('n.xy *= {0};'.format(strength))
frag.write('n = normalize(TBN * n);')
state.con.add_elem('tang', 'short4norm')
frag.write_normal -= 1
def parse_value_input(inp: bpy.types.NodeSocket) -> floatstr:
# Follow input
if inp.is_linked:
link = inp.links[0]
if link.from_node.type == 'REROUTE':
return parse_value_input(link.from_node.inputs[0])
res_var = write_result(link)
socket_type = link.from_socket.type
if socket_type in ('RGB', 'RGBA', 'VECTOR'):
# RGB to BW
return rgb_to_bw(res_var)
# VALUE
else:
return res_var
# Use value from socket
else:
if mat_batch() and inp.is_uniform:
return to_uniform(inp)
else:
return to_vec1(inp.default_value)
def parse_value(node, socket):
node_parser_funcs: Dict[str, Callable] = {
'ATTRIBUTE': nodes_input.parse_attribute,
'CAMERA': nodes_input.parse_camera,
'FRESNEL': nodes_input.parse_fresnel,
'NEW_GEOMETRY': nodes_input.parse_geometry,
'HAIR_INFO': nodes_input.parse_hairinfo,
'LAYER_WEIGHT': nodes_input.parse_layerweight,
'LIGHT_PATH': nodes_input.parse_lightpath,
'OBJECT_INFO': nodes_input.parse_objectinfo,
'PARTICLE_INFO': nodes_input.parse_particleinfo,
'VALUE': nodes_input.parse_value,
'WIREFRAME': nodes_input.parse_wireframe,
'TEX_BRICK': nodes_texture.parse_tex_brick,
'TEX_CHECKER': nodes_texture.parse_tex_checker,
'TEX_GRADIENT': nodes_texture.parse_tex_gradient,
'TEX_IMAGE': nodes_texture.parse_tex_image,
'TEX_MAGIC': nodes_texture.parse_tex_magic,
'TEX_MUSGRAVE': nodes_texture.parse_tex_musgrave,
'TEX_NOISE': nodes_texture.parse_tex_noise,
'TEX_POINTDENSITY': nodes_texture.parse_tex_pointdensity,
'TEX_VORONOI': nodes_texture.parse_tex_voronoi,
'TEX_WAVE': nodes_texture.parse_tex_wave,
'LIGHT_FALLOFF': nodes_color.parse_lightfalloff,
'NORMAL': nodes_vector.parse_normal,
'CLAMP': nodes_converter.parse_clamp,
'VALTORGB': nodes_converter.parse_valtorgb,
'MATH': nodes_converter.parse_math,
'RGBTOBW': nodes_converter.parse_rgbtobw,
'SEPHSV': nodes_converter.parse_sephsv,
'SEPRGB': nodes_converter.parse_seprgb,
'SEPXYZ': nodes_converter.parse_sepxyz,
'VECT_MATH': nodes_converter.parse_vectormath,
'MAP_RANGE': nodes_converter.parse_maprange,
}
if node.type in node_parser_funcs:
return node_parser_funcs[node.type](node, socket, state)
elif 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 == 'CUSTOM':
if node.bl_idname == 'ArmShaderDataNode':
return node.parse(state.frag, state.vert)
log.warn(f'Material node type {node.type} not supported')
return '0.0'
def vector_curve(name, fac, points):
curshader = state.curshader
# Write Ys array
ys_var = name + '_ys'
curshader.write('float {0}[{1}];'.format(ys_var, len(points))) # TODO: Make const
for i in range(0, len(points)):
curshader.write('{0}[{1}] = {2};'.format(ys_var, i, points[i].location[1]))
# Get index
fac_var = name + '_fac'
curshader.write('float {0} = {1};'.format(fac_var, fac))
index = '0'
for i in range(1, len(points)):
index += ' + ({0} > {1} ? 1 : 0)'.format(fac_var, points[i].location[0])
# Write index
index_var = name + '_i'
curshader.write('int {0} = {1};'.format(index_var, index))
# Linear
# Write Xs array
facs_var = name + '_xs'
curshader.write('float {0}[{1}];'.format(facs_var, len(points))) # TODO: Make const
for i in range(0, len(points)):
curshader.write('{0}[{1}] = {2};'.format(facs_var, i, points[i].location[0]))
# Map vector
return 'mix({0}[{1}], {0}[{1} + 1], ({2} - {3}[{1}]) * (1.0 / ({3}[{1} + 1] - {3}[{1}]) ))'.format(ys_var, index_var, fac_var, facs_var)
def write_normal(inp):
if inp.is_linked and inp.links[0].from_node.type != 'GROUP_INPUT':
normal_res = parse_vector_input(inp)
if normal_res != None:
state.curshader.write('n = {0};'.format(normal_res))
def is_parsed(node_store_name: str):
return node_store_name in state.parsed
def res_var_name(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str:
"""Return the name of the variable that stores the parsed result
from the given node and socket."""
return node_name(node.name) + '_' + safesrc(socket.name) + '_res'
def write_result(link: bpy.types.NodeLink) -> Optional[str]:
"""Write the parsed result of the given node link to the shader."""
res_var = res_var_name(link.from_node, link.from_socket)
# Unparsed node
if not is_parsed(res_var):
state.parsed.add(res_var)
st = link.from_socket.type
if st in ('RGB', 'RGBA', 'VECTOR'):
res = parse_vector(link.from_node, link.from_socket)
if res is None:
log.error(f'{link.from_node.name} returned `None` while parsing!')
return None
state.curshader.write(f'vec3 {res_var} = {res};')
elif st == 'VALUE':
res = parse_value(link.from_node, link.from_socket)
if res is None:
log.error(f'{link.from_node.name} returned `None` while parsing!')
return None
if link.from_node.type == "VALUE" and not link.from_node.arm_material_param:
state.curshader.add_const('float', res_var, res)
else:
state.curshader.write(f'float {res_var} = {res};')
# Normal map already parsed, return
elif link.from_node.type == 'NORMAL_MAP':
return None
return res_var
def write_procedurals():
if not state.procedurals_written:
state.curshader.add_function(c_functions.str_tex_proc)
state.procedurals_written = True
return
def glsl_type(socket_type: str):
"""Socket to glsl type."""
if socket_type in ('RGB', 'RGBA', 'VECTOR'):
return 'vec3'
else:
return 'float'
def to_uniform(inp: bpy.types.NodeSocket):
uname = safesrc(inp.node.name) + safesrc(inp.name)
state.curshader.add_uniform(glsl_type(inp.type) + ' ' + uname)
return uname
def store_var_name(node: bpy.types.Node):
return node_name(node.name) + '_store'
def texture_store(node, tex, tex_name, to_linear=False, tex_link=None, default_value=None, is_arm_mat_param=None):
curshader = state.curshader
tex_store = store_var_name(node)
if is_parsed(tex_store):
return tex_store
state.parsed.add(tex_store)
mat_bind_texture(tex)
state.con.add_elem('tex', 'short2norm')
curshader.add_uniform('sampler2D {0}'.format(tex_name), link=tex_link, default_value=default_value, is_arm_mat_param=is_arm_mat_param)
triplanar = node.projection == 'BOX'
if node.inputs[0].is_linked:
uv_name = parse_vector_input(node.inputs[0])
if triplanar:
uv_name = 'vec3({0}.x, 1.0 - {0}.y, {0}.z)'.format(uv_name)
else:
uv_name = 'vec2({0}.x, 1.0 - {0}.y)'.format(uv_name)
else:
uv_name = 'texCoord'
if triplanar:
if not curshader.has_include('std/mapping.glsl'):
curshader.add_include('std/mapping.glsl')
if state.normal_parsed:
nor = 'TBN[2]'
else:
nor = 'n'
curshader.write('vec4 {0} = vec4(triplanarMapping({1}, {2}, {3}), 0.0);'.format(tex_store, tex_name, nor, uv_name))
else:
if mat_state.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 state.sample_bump:
state.sample_bump_res = tex_store
curshader.write('float {0}_1 = textureOffset({1}, {2}.xy, ivec2(-2, 0)).r;'.format(tex_store, tex_name, uv_name))
curshader.write('float {0}_2 = textureOffset({1}, {2}.xy, ivec2(2, 0)).r;'.format(tex_store, tex_name, uv_name))
curshader.write('float {0}_3 = textureOffset({1}, {2}.xy, ivec2(0, -2)).r;'.format(tex_store, tex_name, uv_name))
curshader.write('float {0}_4 = textureOffset({1}, {2}.xy, ivec2(0, 2)).r;'.format(tex_store, tex_name, uv_name))
state.sample_bump = False
if to_linear:
curshader.write('{0}.rgb = pow({0}.rgb, vec3(2.2));'.format(tex_store))
return tex_store
def write_bump(node: bpy.types.Node, out_socket: bpy.types.NodeSocket, res: str, scl=0.001):
"""Sample texture values around the current texture coordinate for bump mapping. The result of the sampling is
stored in 4 variables named after state.sample_bump_res with _[0-3] appended."""
state.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 = ')'
coordinate_offsets = (
f'vec3(-{scl}, 0.0, 0.0)',
f'vec3({scl}, 0.0, {scl})',
f'vec3(0.0, -{scl}, 0.0)',
f'vec3(0.0, {scl}, -{scl})'
)
needs_conversion_bw = glsl_type(out_socket.type) == "vec3"
curshader = state.curshader
for i in range(1, 5):
if needs_conversion_bw:
vec_var = f'{state.sample_bump_res}_vec{i}'
curshader.write(f'vec3 {vec_var} = {pre}{co} + {coordinate_offsets[i - 1]}{post};')
curshader.write(f'float {state.sample_bump_res}_{i} = {rgb_to_bw(vec_var)};')
else:
curshader.write(f'float {state.sample_bump_res}_{i} = {pre}{co} + {coordinate_offsets[i - 1]}{post};')
state.sample_bump = False
def to_vec1(v):
return str(v)
def to_vec2(v):
return f'vec2({v[0]}, {v[1]})'
def to_vec3(v):
return f'vec3({v[0]}, {v[1]}, {v[2]})'
def cast_value(val: str, from_type: str, to_type: str) -> str:
"""Casts a value that is already parsed in a glsl string to another
value in a string.
vec2 types are not supported (not used in the node editor) and there
is no cast towards int types. If casting from vec3 to vec4, the w
coordinate/alpha channel is filled with a 1.
If this function is called with invalid parameters, a TypeError is
raised.
"""
if from_type == to_type:
return val
if from_type in ('int', 'float'):
if to_type in ('int', 'float'):
return val
elif to_type in ('vec2', 'vec3', 'vec4'):
return f'{to_type}({val})'
elif from_type == 'vec3':
if to_type == 'float':
return rgb_to_bw(val)
elif to_type == 'vec4':
return f'vec4({val}, 1.0)'
elif from_type == 'vec4':
if to_type == 'float':
return rgb_to_bw(val)
elif to_type == 'vec3':
return f'{val}.xyz'
raise TypeError("Invalid type cast in shader!")
def rgb_to_bw(res_var: vec3str) -> floatstr:
return f'((({res_var}.r * 0.3 + {res_var}.g * 0.59 + {res_var}.b * 0.11) / 3.0) * 2.5)'
def node_by_type(nodes, ntype: str) -> bpy.types.Node:
for n in nodes:
if n.type == ntype:
return n
def node_by_name(nodes, name: str) -> bpy.types.Node:
for n in nodes:
if n.bl_idname == name:
return n
def socket_index(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> int:
for i in range(0, len(node.outputs)):
if node.outputs[i] == socket:
return i
def node_name(s: str) -> str:
"""Return a unique and safe name for a node for shader code usage."""
for p in state.parents:
s = p.name + '_' + s
if state.curshader.write_textures > 0:
s += '_texread'
s = safesrc(s)
if '__' in s: # Consecutive _ are reserved
s = s.replace('_', '_x')
return s
##
def make_texture(image_node: bpy.types.ShaderNodeTexImage, tex_name: str, matname: str = None) -> Optional[Dict[str, Any]]:
"""Creates a texture reference for the export data for a given texture node."""
tex = {'name': tex_name}
if matname is None:
matname = mat_state.material.name
image = image_node.image
if image is None:
return None
# Get filepath
filepath = image.filepath
if filepath == '':
if image.packed_file is not None:
filepath = './' + image.name
has_ext = filepath.endswith(('.jpg', '.png', '.hdr'))
if not has_ext:
# Raw bytes, write converted .jpg to /unpacked
filepath += '.raw'
elif image.source == "GENERATED":
unpack_path = os.path.join(arm.utils.get_fp_build(), 'compiled', 'Assets', 'unpacked')
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
filepath = os.path.join(unpack_path, image.name + ".jpg")
arm.utils.convert_image(image, filepath, "JPEG")
else:
log.warn(matname + '/' + image.name + ' - invalid file path')
return None
else:
filepath = arm.utils.to_absolute_path(filepath, image.library)
# Reference image name
texpath = arm.utils.asset_path(filepath)
texfile = arm.utils.extract_filename(filepath)
tex['file'] = arm.utils.safestr(texfile)
s = tex['file'].rsplit('.', 1)
if len(s) == 1:
log.warn(matname + '/' + image.name + ' - file extension required for image name')
return None
ext = s[1].lower()
do_convert = ext not in ('jpg', 'png', 'hdr', 'mp4') # Convert image
if do_convert:
new_ext = 'png' if (ext in ('tga', 'dds')) else 'jpg'
tex['file'] = tex['file'].rsplit('.', 1)[0] + '.' + new_ext
if image.packed_file is not None or not is_ascii(texfile):
# Extract packed data / copy non-ascii texture
unpack_path = os.path.join(arm.utils.get_fp_build(), 'compiled', 'Assets', 'unpacked')
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = os.path.join(unpack_path, tex['file'])
if do_convert:
if not os.path.isfile(unpack_filepath):
fmt = 'PNG' if new_ext == 'png' else 'JPEG'
arm.utils.convert_image(image, unpack_filepath, file_format=fmt)
else:
# Write bytes if size is different or file does not exist yet
if image.packed_file is not None:
if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
# Copy non-ascii texture
else:
if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != os.path.getsize(texpath):
shutil.copy(texpath, unpack_filepath)
arm.assets.add(unpack_filepath)
else:
if not os.path.isfile(arm.utils.asset_path(filepath)):
log.warn('Material ' + matname + '/' + image.name + ' - file not found(' + filepath + ')')
return None
if do_convert:
unpack_path = os.path.join(arm.utils.get_fp_build(), 'compiled', 'Assets', 'unpacked')
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
converted_path = os.path.join(unpack_path, tex['file'])
# TODO: delete cache when file changes
if not os.path.isfile(converted_path):
fmt = 'PNG' if new_ext == 'png' else 'JPEG'
arm.utils.convert_image(image, converted_path, file_format=fmt)
arm.assets.add(converted_path)
else:
# Link image path to assets
# TODO: Khamake converts .PNG to .jpg? Convert ext to lowercase on windows
if arm.utils.get_os() == 'win':
s = filepath.rsplit('.', 1)
arm.assets.add(arm.utils.asset_path(s[0] + '.' + s[1].lower()))
else:
arm.assets.add(arm.utils.asset_path(filepath))
# if image_format != 'RGBA32':
# tex['format'] = image_format
interpolation = image_node.interpolation
rpdat = arm.utils.get_rp()
texfilter = rpdat.arm_texture_filter
if texfilter == 'Anisotropic':
interpolation = 'Smart'
elif texfilter == 'Linear':
interpolation = 'Linear'
elif texfilter == 'Point':
interpolation = 'Closest'
# TODO: Blender seems to load full images on size request, cache size instead
powimage = is_pow(image.size[0]) and is_pow(image.size[1])
if interpolation == 'Cubic': # Mipmap linear
tex['mipmap_filter'] = 'linear'
tex['generate_mipmaps'] = True
elif interpolation == 'Smart': # Mipmap anisotropic
tex['min_filter'] = 'anisotropic'
tex['mipmap_filter'] = 'linear'
tex['generate_mipmaps'] = True
elif interpolation == 'Closest':
tex['min_filter'] = 'point'
tex['mag_filter'] = 'point'
# else defaults to linear
if image_node.extension != 'REPEAT': # Extend or clip
tex['u_addressing'] = 'clamp'
tex['v_addressing'] = 'clamp'
if image.source == 'MOVIE':
tex['source'] = 'movie'
tex['min_filter'] = 'linear'
tex['mag_filter'] = 'linear'
tex['mipmap_filter'] = 'no'
tex['generate_mipmaps'] = False
return tex
def is_pow(num):
return ((num & (num - 1)) == 0) and num != 0
def is_ascii(s):
return len(s) == len(s.encode())
##
def get_arm_export_tangents():
return bpy.data.worlds['Arm'].arm_export_tangents
def safesrc(name):
return arm.utils.safesrc(name)
def disp_enabled():
return arm.utils.disp_enabled(arm.make_state.target)
def assets_add(path):
arm.assets.add(path)
def assets_add_embedded_data(path):
arm.assets.add_embedded_data(path)
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_get_material():
return mat_state.material
def mat_get_material_users():
return mat_state.mat_users