+def compute_render_method_hash(material):
+ descr = ""
+ for m in material.render_methods:
+ if descr:
+ descr += ","
+ descr += "{}={}".format(m.tag, m.shader)
+ return hash(descr)
+
+class PropertyNode:
+ def __init__(self, node_tree, node, socket):
+ self.node_tree = node_tree
+ self.node = node
+ self.socket = socket
+ self.type = None
+ self.data = None
+ self.input = None
+
+ checks = [self.check_group,
+ self.check_scale,
+ self.check_tint,
+ self.check_gray,
+ self.check_extract,
+ self.check_normal,
+ self.check_invert_channels,
+ self.check_additive_blend,
+ self.check_texture]
+ for c in checks:
+ if c():
+ break
+
+ def set_input_from_linked(self, input_sock):
+ from .util import get_linked_node_and_socket
+
+ from_node, from_sock = get_linked_node_and_socket(self.node_tree, input_sock)
+ self.input = PropertyNode(self.node_tree, from_node, from_sock)
+ return self.input
+
+ def check_group(self):
+ if self.node.type!='GROUP':
+ return
+
+ from .util import get_linked_node_and_socket
+
+ output = self.node.node_tree.nodes["Group Output"]
+ from_node, from_sock = get_linked_node_and_socket(self.node.node_tree, output.inputs[0])
+ inner = PropertyNode(self.node.node_tree, from_node, from_sock)
+ if inner.input:
+ # TODO This currently only supports a single operation inside the group
+ if inner.input.node.type=='GROUP_INPUT':
+ self.type = inner.type
+ self.data = inner.data
+ return self.set_input_from_linked(self.node.inputs[0])
+
+ def check_scale(self):
+ if self.node.type!='MATH':
+ return
+
+ if self.node.operation=='MULTIPLY':
+ for i in range(2):
+ if not self.node.inputs[i].is_linked:
+ self.type = 'SCALE'
+ self.data = self.node.inputs[i].default_value
+ return self.set_input_from_linked(self.node.inputs[1-i])
+
+ def check_tint(self):
+ if self.node.type!='MIX_RGB':
+ return
+
+ if self.node.blend_type=='MULTIPLY':
+ for i in range(2):
+ if not self.node.inputs[1+i].is_linked:
+ self.type = 'TINT'
+ self.data = self.node.inputs[1+i].default_value[:]
+ return self.set_input_from_linked(self.node.inputs[2-i])
+
+ def check_gray(self):
+ if self.node.type=='RGBTOBW':
+ self.type = 'GRAY'
+ self.set_input_from_linked(self.node.inputs["Color"])
+
+ def check_extract(self):
+ if self.node.type=='SEPRGB':
+ self.type = 'EXTRACT'
+ self.data = self.socket.name[0]
+ return self.set_input_from_linked(self.node.inputs["Image"])
+
+ def check_normal(self):
+ if self.node.type=='NORMAL_MAP':
+ self.type = 'NORMAL'
+ return self.set_input_from_linked(self.node.inputs["Color"])
+
+ def check_invert_channels(self):
+ if self.node.type!='COMBRGB':
+ return
+
+ from .util import get_linked_node_and_socket
+
+ separate = None
+ invert_channels = ""
+ for c in ("R", "G", "B"):
+ from_node, _ = get_linked_node_and_socket(self.node_tree, self.node.inputs[c])
+ if from_node.type=='MATH' and from_node.operation=='SUBTRACT' and not from_node.inputs[0].is_linked and from_node.inputs[0].default_value==1.0:
+ invert_channels += c
+ from_node, _ = get_linked_node_and_socket(self.node_tree, from_node.inputs[1])
+
+ if from_node.type=='SEPRGB' and (separate is None or from_node==separate):
+ separate = from_node
+ else:
+ return
+
+ self.type = 'INVERT'
+ self.data = invert_channels
+
+ return self.set_input_from_linked(separate.inputs["Image"])
+
+ def check_additive_blend(self):
+ if self.node.type=='ADD_SHADER':
+ from .util import get_linked_node_and_socket
+
+ for i in range(2):
+ shader, _ = get_linked_node_and_socket(self.node_tree, self.node.inputs[i])
+ if shader.type=='BSDF_TRANSPARENT':
+ self.type = 'ADDITIVE'
+ return self.set_input_from_linked(self.node.inputs[1-i])
+
+ def check_texture(self):
+ if self.node.type=='TEX_IMAGE':
+ self.type = 'TEXTURE'
+
+def get_unlit_inputs(node_tree, node, additive):
+ from .util import get_linked_node_and_socket
+
+ if node.type=='MIX_SHADER' and not additive:
+ shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
+ shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[2])
+ if shader1.type=='BSDF_TRANSPARENT' and shader2.type=='EMISSION':
+ factor_input = node.inputs["Fac"]
+ factor_from, _ = get_linked_node_and_socket(node_tree, factor_input)
+ color_input = shader2.inputs["Color"]
+ color_from, _ = get_linked_node_and_socket(node_tree, color_input)
+ if factor_from==color_from:
+ return (color_input, factor_input)
+ elif node.type=='EMISSION':
+ color_input = node.inputs["Color"]
+ if additive:
+ color_from, _ = get_linked_node_and_socket(node_tree, color_input)
+ if color_from.type=='MIX_RGB' and color_from.blend_type=='MIX':
+ mix_factor_input = color_from.inputs["Fac"]
+ mix_factor_from, _ = get_linked_node_and_socket(node_tree, mix_factor_input)
+ mix_color_input = color_from.inputs["Color2"]
+ mix_color_from, _ = get_linked_node_and_socket(node_tree, mix_color_input)
+ if mix_factor_from==mix_color_from:
+ return (mix_color_input, mix_factor_input)
+ return (color_input, None)