armory/blender/make_material.py
2016-11-05 20:57:04 +01:00

539 lines
22 KiB
Python
Executable file

import bpy
import math
import assets
import armutils
import os
import nodes
import log
def is_pow(num):
return ((num & (num - 1)) == 0) and num != 0
# Material output is used as starting point
def parse(self, material, c, defs):
tree = material.node_tree
output_node = nodes.get_node_by_type(tree, 'OUTPUT_MATERIAL')
# Traverse material tree
if output_node != None:
# Surface socket is linked
if output_node.inputs[0].is_linked:
surface_node = nodes.find_node_by_link(tree, output_node, output_node.inputs[0])
parse_from(self, material, c, defs, surface_node)
# Displace socket is linked
if output_node.inputs[2].is_linked:
displace_node = nodes.find_node_by_link(tree, output_node, output_node.inputs[2])
parse_material_displacement(self, material, c, defs, tree, displace_node, 1.0)
# No albedo color parsed, append white
if parse.const_color == None:
make_albedo_const([1.0, 1.0, 1.0, 1.0], c)
if parse.const_occlusion == None and '_OccTex' not in defs:
make_occlusion_const(1.0, c)
if parse.const_roughness == None and '_RoughTex' not in defs:
make_roughness_const(0.0, c)
if parse.const_metalness == None and '_MetTex' not in defs:
make_metalness_const(0.0, c)
# Enable texcoords
if '_Tex' not in defs:
for d in defs:
if d == '_BaseTex' or d == '_NorTex' or d == '_OccTex' or d == '_RoughTex' or d == '_MetTex' or d == '_HeightTex':
defs.append('_Tex')
break
def parse_lamp(tree, o):
# Emission only for now
for n in tree.nodes:
if n.type == 'EMISSION':
col = n.inputs[0].default_value
o['color'] = [col[0], col[1], col[2]]
o['strength'] = n.inputs[1].default_value
# Normalize point/spot strength
if o['type'] != 'sun':
o['strength'] /= 1000.0
# Texture test..
if n.inputs[0].is_linked:
color_node = nodes.find_node_by_link(tree, n, n.inputs[0])
if color_node.type == 'TEX_IMAGE':
o['color_texture'] = color_node.image.name
make_texture(None, '', color_node, None)
# bpy.data.worlds['Arm'].world_defs += '_LampTex'
break
def make_albedo_const(col, c):
const = {}
parse.const_color = const
c['bind_constants'].append(const)
const['name'] = 'baseCol'
const['vec4'] = [col[0], col[1], col[2], col[3]]
def make_roughness_const(f, c):
const = {}
parse.const_roughness = const
c['bind_constants'].append(const)
const['name'] = 'roughness'
const['float'] = f
def make_occlusion_const(f, c):
const = {}
parse.const_occlusion = const
c['bind_constants'].append(const)
const['name'] = 'occlusion'
const['float'] = f
def make_metalness_const(f, c):
const = {}
parse.const_metalness = const
c['bind_constants'].append(const)
const['name'] = 'metalness'
const['float'] = f
# Manualy set starting material point
def parse_from(self, material, c, defs, surface_node):
parse.const_color = None
parse.const_occlusion = None
parse.const_roughness = None
parse.const_metalness = None
tree = material.node_tree
parse_material_surface(self, material, c, defs, tree, surface_node, 1.0)
def make_texture(self, id, image_node, material, image_format='RGBA32'):
tex = {}
tex['name'] = id
image = image_node.image
if image != None:
if image.packed_file != None:
# Extract packed data
unpack_path = armutils.get_fp() + '/build/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + image.name
# Write bytes if size is different or file does not exist yet
if os.path.isfile(unpack_filepath) == False or os.path.getsize(unpack_filepath) != image.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(image.packed_file.data)
# Add asset
assets.add(unpack_filepath)
else:
# Link image path to assets
assets.add(armutils.safe_assetpath(image.filepath))
# Reference image name
powimage = is_pow(image.size[0]) and is_pow(image.size[1])
tex['file'] = armutils.extract_filename(image.filepath)
ext = tex['file'][-3:].lower()
if ext != 'jpg' and ext != 'png' and ext != 'hdr':
log.warn(material.name + '/' + image.name + ' - image format is not supported yet. Use jpg, png, hdr.')
tex['file'] = armutils.safe_filename(tex['file'])
if image_format != 'RGBA32':
tex['format'] = image_format
interpolation = image_node.interpolation
if bpy.data.worlds['Arm'].force_anisotropic_filtering:
interpolation = 'Smart'
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
if image_node.extension != 'REPEAT': # Extend or clip
tex['u_addressing'] = 'clamp'
tex['v_addressing'] = 'clamp'
else:
if bpy.data.worlds['Arm'].npot_texture_repeat == False and powimage == False:
print('Armory Warning: ' + material.name + '/' + image.name + ' - non power of 2 texture can not use repeat mode')
tex['u_addressing'] = 'clamp'
tex['v_addressing'] = 'clamp'
if image.source == 'MOVIE': # Just append movie texture trait for now
movie_trait = {}
movie_trait['type'] = 'Script'
movie_trait['class_name'] = 'armory.trait.internal.MovieTexture'
movie_trait['parameters'] = [tex['file']]
for o in self.materialToGameObjectDict[material]:
o['traits'].append(movie_trait)
tex['source'] = 'movie'
tex['file'] = '' # MovieTexture will load the video
else:
tex['file'] = ''
return tex
def parse_value_node(node):
return node.outputs[0].default_value
def parse_float_input(tree, node, inp):
if inp.is_linked:
float_node = nodes.find_node_by_link(tree, node, inp)
if float_node.type == 'VALUE':
return parse_value_node(float_node)
else:
return inp.default_value
def parse_material_displacement(self, material, c, defs, tree, node, factor):
# Normal
if node.type == 'NORMAL_MAP':
normal_map_input = node.inputs[1]
parse_normal_map_socket(self, normal_map_input, material, c, defs, tree, node, factor)
def parse_material_surface(self, material, c, defs, tree, node, factor):
if node.type == 'GROUP' and node.node_tree.name.split('.', 1)[0] == 'Armory PBR':
parse_pbr_group(self, material, c, defs, tree, node, factor)
elif node.type == 'BSDF_TRANSPARENT':
parse_bsdf_transparent(self, material, c, defs, tree, node, factor)
elif node.type == 'BSDF_DIFFUSE':
parse_bsdf_diffuse(self, material, c, defs, tree, node, factor)
elif node.type == 'EMISSION':
parse_emission(self, material, c, defs, tree, node, factor)
elif node.type == 'BSDF_GLOSSY':
parse_bsdf_glossy(self, material, c, defs, tree, node, factor)
# elif node.type == 'BSDF_TRANSLUCENT':
# parse_bsdf_translucent(self, material, c, defs, tree, node, factor)
elif node.type == 'BSDF_GLASS':
parse_bsdf_glass(self, material, c, defs, tree, node, factor)
elif node.type == 'SUBSURFACE_SCATTERING':
parse_sss(self, material, c, defs, tree, node, factor)
elif node.type == 'BSDF_TOON':
parse_bsdf_toon(self, material, c, defs, tree, node, factor)
elif node.type == 'MIX_SHADER':
parse_mix_shader(self, material, c, defs, tree, node, factor)
else:
print('Armory Warning: Material node ' + node.type + ' in ' + material.name + ' is not yet supported! Please use "Armory PBR" node group for now.')
def parse_mix_shader(self, material, c, defs, tree, node, factor):
mixfactor = node.inputs[0].default_value * factor
if node.inputs[1].is_linked:
mixfactor0 = 1.0 - mixfactor
surface1_node = nodes.find_node_by_link(tree, node, node.inputs[1])
parse_material_surface(self, material, c, defs, tree, surface1_node, mixfactor0)
if node.inputs[2].is_linked:
surface2_node = nodes.find_node_by_link(tree, node, node.inputs[2])
parse_material_surface(self, material, c, defs, tree, surface2_node, mixfactor)
def parse_bsdf_transparent(self, material, c, defs, tree, node, factor):
defs.append('_AlphaTest')
def parse_sss(self, material, c, defs, tree, node, factor):
# Set stencil mask
# append '_SSS' to deferred_light
pass
def parse_bsdf_toon(self, material, c, defs, tree, node, factor):
# set pipe pass
defs.append('_Toon')
pass
def parse_bsdf_diffuse(self, material, c, defs, tree, node, factor):
# Color
base_color_input = node.inputs[0]
parse_base_color_socket(self, base_color_input, material, c, defs, tree, node, factor)
# Parse roughness but force 0.4 as minimum, set 0.0 metalness
add_metalness_const(0.0, c, factor)
roughness_input = node.inputs[1]
parse_roughness_socket(self, roughness_input, material, c, defs, tree, node, factor, minimum_val=0.4)
# Normal
normal_input = node.inputs[2]
if normal_input.is_linked:
normal_map_node = nodes.find_node_by_link(tree, node, normal_input)
if normal_map_node.type == 'NORMAL_MAP':
normal_map_input = normal_map_node.inputs[1]
parse_normal_map_socket(self, normal_map_input, material, c, defs, tree, node, factor)
def parse_emission(self, material, c, defs, tree, node, factor):
# Color
base_color_input = node.inputs[0]
parse_base_color_socket(self, base_color_input, material, c, defs, tree, node, factor)
# Multiply color by strength
strength_input = node.inputs[1]
strength = strength_input.default_value * 50.0 + 1.0
col = parse.const_color['vec4']
col[0] *= strength
col[1] *= strength
col[2] *= strength
parse.const_color['vec4'] = [col[0], col[1], col[2], col[3]]
def parse_bsdf_glossy(self, material, c, defs, tree, node, factor):
# Mix with current color
base_color_input = node.inputs[0]
parse_base_color_socket(self, base_color_input, material, c, defs, tree, node, factor)
# Parse sqrt roughness and set 1.0 metalness
add_metalness_const(1.0, c, factor)
roughness_input = node.inputs[1]
parse_roughness_socket(self, roughness_input, material, c, defs, tree, node, factor, sqrt_val=True)
def parse_bsdf_glass(self, material, c, defs, tree, node, factor):
# Mix with current color
base_color_input = node.inputs[0]
parse_base_color_socket(self, base_color_input, material, c, defs, tree, node, factor)
# Calculate alpha, TODO: take only glass color into account, separate getSocketColor method
col = parse.const_color['vec4']
sum = (col[0] + col[1] + col[2]) / 3
# Roughly guess color to match cycles
mincol = min(col[:3])
parse.const_color['vec4'] = [col[0] - mincol, col[1] - mincol, col[2] - mincol, 1.0 - (sum * 0.7)]
# Parse sqrt roughness and set 0.0 metalness
add_metalness_const(0.0, c, factor)
roughness_input = node.inputs[1]
parse_roughness_socket(self, roughness_input, material, c, defs, tree, node, factor, sqrt_val=True)
# Append translucent
defs.append('_Translucent')
def mix_float(f1, f2, factor=0.5):
return (f1 + f2) * factor
def mix_color_vec4(col1, col2, factor=0.5):
return [mix_float(col1[0], col2[0], factor), mix_float(col1[1], col2[1], factor), mix_float(col1[2], col2[2], factor), mix_float(col1[3], col2[3], factor)]
def parse_val_to_rgb(node, c, defs):
factor = node.inputs[0].default_value
if not node.inputs[0].is_linked: # Take ramp color
return node.color_ramp.evaluate(factor)
else: # Assume 2 colors interpolated by id for now
defs.append('_RampID')
# Link baseCol2 as color 2
const = {}
c['bind_constants'].append(const)
const['name'] = 'baseCol2'
res = node.color_ramp.elements[1].color
const['vec4'] = [res[0], res[1], res[2], res[3]]
# Return color 1
return node.color_ramp.elements[0].color
def add_base_color(c, col):
if parse.const_color == None:
make_albedo_const(col, c)
else:
const = parse.const_color
res = mix_color_vec4(col, const['vec4'])
const['vec4'] = [res[0], res[1], res[2], res[3]]
def parse_mix_rgb(self, material, c, defs, tree, node, factor):
# blend_type = MULTIPLY
# use_clamp = False
# Factor, col1, col2
parse_base_color_socket(self, node.inputs[1], material, c, defs, tree, node, factor)
# Assume color 2 as occlusion
parse_occlusion_socket(self, node.inputs[2], material, c, defs, tree, node, factor)
def add_albedo_tex(self, node, material, c, defs):
if '_BaseTex' not in defs:
defs.append('_BaseTex')
tex = make_texture(self, 'sbase', node, material)
c['bind_textures'].append(tex)
def add_metalness_tex(self, node, material, c, defs):
if '_MetTex' not in defs:
defs.append('_MetTex')
tex = make_texture(self, 'smetal', node, material, image_format='R8')
c['bind_textures'].append(tex)
if parse.const_metalness != None: # If texture is used, remove constant
c['bind_constants'].remove(parse.const_metalness)
def add_roughness_tex(self, node, material, c, defs):
if '_RoughTex' not in defs:
defs.append('_RoughTex')
tex = make_texture(self, 'srough', node, material, image_format='R8')
c['bind_textures'].append(tex)
if parse.const_roughness != None:
c['bind_constants'].remove(parse.const_roughness)
def add_roughness_strength(self, c, defs, f):
if '_RoughStr' not in defs:
defs.append('_RoughStr')
const = {}
c['bind_constants'].append(const)
const['name'] = 'roughnessStrength'
const['float'] = f
def add_occlusion_tex(self, node, material, c, defs):
if '_OccTex' not in defs:
defs.append('_OccTex')
tex = make_texture(self, 'socclusion', node, material, image_format='R8')
c['bind_textures'].append(tex)
def add_height_tex(self, node, material, c, defs):
if '_HeightTex' not in defs:
defs.append('_HeightTex')
tex = make_texture(self, 'sheight', node, material, image_format='R8')
c['bind_textures'].append(tex)
def add_height_strength(self, c, f):
const = {}
c['bind_constants'].append(const)
const['name'] = 'heightStrength'
const['float'] = f
def add_normal_tex(self, node, material, c, defs):
if '_NorTex' not in defs:
defs.append('_NorTex')
tex = make_texture(self, 'snormal', node, material)
c['bind_textures'].append(tex)
def add_normal_strength(self, c, defs, f):
if '_NorStr' not in defs:
defs.append('_NorStr')
const = {}
c['bind_constants'].append(const)
const['name'] = 'normalStrength'
const['float'] = f
def parse_base_color_socket(self, base_color_input, material, c, defs, tree, node, factor):
if base_color_input.is_linked:
color_node = nodes.find_node_by_link(tree, node, base_color_input)
if color_node.type == 'TEX_IMAGE':
add_albedo_tex(self, color_node, material, c, defs)
elif color_node.type == 'TEX_CHECKER':
pass
elif color_node.type == 'ATTRIBUTE': # Assume vcols for now
defs.append('_VCols')
elif color_node.type == 'VALTORGB':
col = parse_val_to_rgb(color_node, c, defs)
add_base_color(c, col)
elif color_node.type == 'MIX_RGB':
parse_mix_rgb(self, material, c, defs, tree, color_node, factor)
else: # Take node color
add_base_color(c, base_color_input.default_value)
def add_metalness_const(res, c, factor, minimum_val=0.0, sqrt_val=False):
if res < minimum_val:
res = minimum_val
if sqrt_val:
res = math.sqrt(res)
if parse.const_metalness == None:
make_metalness_const(res * factor, c)
else:
const = parse.const_metalness
const['float'] = mix_float(res, const['float'], factor=factor)
def parse_metalness_socket(self, metalness_input, material, c, defs, tree, node, factor, minimum_val=0.0, sqrt_val=False):
if metalness_input.is_linked:
metalness_node = nodes.find_node_by_link(tree, node, metalness_input)
add_metalness_tex(self, metalness_node, material, c, defs)
elif '_MetTex' not in defs:
res = metalness_input.default_value
add_metalness_const(res, c, factor, minimum_val, sqrt_val)
def add_roughness_const(res, c, factor, minimum_val=0.0, sqrt_val=False):
if res < minimum_val:
res = minimum_val
if sqrt_val:
res = math.sqrt(res)
if parse.const_roughness == None:
make_roughness_const(res * factor, c)
else:
const = parse.const_roughness
const['float'] = mix_float(res, const['float'], factor=factor)
def parse_roughness_socket(self, roughness_input, material, c, defs, tree, node, factor, minimum_val=0.0, sqrt_val=False):
if roughness_input.is_linked:
roughness_node = nodes.find_node_by_link(tree, node, roughness_input)
add_roughness_tex(self, roughness_node, material, c, defs)
elif '_RoughTex' not in defs:
res = parse_float_input(tree, node, roughness_input)
add_roughness_const(res, c, factor, minimum_val, sqrt_val)
def parse_normal_map_socket(self, normal_input, material, c, defs, tree, node, factor):
if normal_input.is_linked:
normal_node = nodes.find_node_by_link(tree, node, normal_input)
add_normal_tex(self, normal_node, material, c, defs)
def add_occlusion_const(res, c, factor):
if parse.const_occlusion == None:
make_occlusion_const(res * factor, c)
else:
const = parse.const_occlusion
const['float'] = mix_float(res, const['float'], factor=factor)
def parse_occlusion_socket(self, occlusion_input, material, c, defs, tree, node, factor):
if occlusion_input.is_linked:
occlusion_node = nodes.find_node_by_link(tree, node, occlusion_input)
add_occlusion_tex(self, occlusion_node, material, c, defs)
elif '_OccTex' not in defs:
res = occlusion_input.default_value[0] # Take only one channel
add_occlusion_const(res, c, factor)
def parse_height_socket(self, height_input, material, c, defs, tree, node, factor):
if height_input.is_linked:
height_node = nodes.find_node_by_link(tree, node, height_input)
add_height_tex(self, height_node, material, c, defs)
def parse_pbr_group(self, material, c, defs, tree, node, factor):
# Albedo Map
base_color_input = node.inputs[0]
parse_base_color_socket(self, base_color_input, material, c, defs, tree, node, factor)
# Occlusion Map
occlusion_input = node.inputs[1]
# occlusion_strength_input = node.inputs[2]
# occlusion_strength = occlusion_strength_input.default_value
parse_occlusion_socket(self, occlusion_input, material, c, defs, tree, node, factor)
# Roughness Map
roughness_input = node.inputs[3]
parse_roughness_socket(self, roughness_input, material, c, defs, tree, node, factor)
roughness_strength_input = node.inputs[4]
roughness_strength = roughness_strength_input.default_value
if roughness_strength != 1.0:
if roughness_input.is_linked:
add_roughness_strength(self, c, defs, roughness_strength)
else:
# No texture, multiply roughness float instead
const = parse.const_roughness
const['float'] *= roughness_strength
# Metalness Map
metalness_input = node.inputs[5]
parse_metalness_socket(self, metalness_input, material, c, defs, tree, node, factor)
# Normal Map
normal_map_input = node.inputs[6]
parse_normal_map_socket(self, normal_map_input, material, c, defs, tree, node, factor)
normal_strength_input = node.inputs[7]
normal_strength = normal_strength_input.default_value
if normal_strength != 1.0:
add_normal_strength(self, c, defs, normal_strength)
# Emission
emission_input = node.inputs[8]
emission_strength_input = node.inputs[9]
emission_strength = emission_strength_input.default_value
if emission_strength != 1.0: # Just multiply base color for now
if parse.const_color == None:
make_albedo_const([1.0, 1.0, 1.0, 1.0], c)
col = parse.const_color['vec4']
col[0] *= emission_strength
col[1] *= emission_strength
col[2] *= emission_strength
parse.const_color['vec4'] = [col[0], col[1], col[2], col[3]]
# Height Map
height_input = node.inputs[10]
parse_height_socket(self, height_input, material, c, defs, tree, node, factor)
# Height Strength
if height_input.is_linked:
height_strength_input = node.inputs[11]
add_height_strength(self, c, height_strength_input.default_value)
# Opacity
opacity_input = node.inputs[12]
opacity = opacity_input.default_value
opacity_strength_input = node.inputs[13]
opacity_strength = opacity_strength_input.default_value
opacity_val = opacity * opacity_strength
if opacity_val != 1.0:
if parse.const_color == None:
make_albedo_const([1.0, 1.0, 1.0, 1.0], c)
col = parse.const_color['vec4']
# sum = (col[0] + col[1] + col[2]) / 3
# mincol = min(col[:3])
# parse.const_color['vec4'] = [col[0] - mincol, col[1] - mincol, col[2] - mincol, 1.0 - (sum * 0.7)]
parse.const_color['vec4'] = [col[0], col[1], col[2], opacity_val]
# Append translucent
defs.append('_Translucent')