import os
-def get_linked_node_and_socket(node_tree, socket):
- for l in node_tree.links:
- if socket==l.to_socket:
- return (l.from_node, l.from_socket)
- elif socket==l.from_socket:
- return (l.to_node, l.to_socket)
- return (None, None)
+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)
def check_group(node_tree, group, func):
+ from .util import get_linked_node_and_socket
+
output = group.node_tree.nodes["Group Output"]
from_node, _ = get_linked_node_and_socket(group.node_tree, output.inputs[0])
if from_node:
elif node.type!='COMBRGB':
return (None, None)
- green, g_sock = get_linked_node_and_socket(node_tree, node.inputs["G"])
+ from .util import get_linked_node_and_socket
+
+ green, _ = get_linked_node_and_socket(node_tree, node.inputs["G"])
if not green or green.type!='MATH' or green.operation!='SUBTRACT':
return (None, None)
- green, g_sock = get_linked_node_and_socket(node_tree, green.inputs[1])
+ green, _ = get_linked_node_and_socket(node_tree, green.inputs[1])
- red, r_sock = get_linked_node_and_socket(node_tree, node.inputs["R"])
- blue, b_sock = get_linked_node_and_socket(node_tree, node.inputs["B"])
+ red, _ = get_linked_node_and_socket(node_tree, node.inputs["R"])
+ blue, _ = get_linked_node_and_socket(node_tree, node.inputs["B"])
if not red or red.type!='SEPRGB' or blue!=red or green!=red:
return (None, None)
return get_linked_node_and_socket(node_tree, red.inputs["Image"])
+def check_additive_blend(node_tree, node):
+ if node.type=='GROUP':
+ return check_group(node_tree, node, check_additive_blend)
+ elif node.type=='ADD_SHADER':
+ from .util import get_linked_node_and_socket
+
+ shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[0])
+ shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
+ if shader1.type=='BSDF_TRANSPARENT':
+ return get_linked_node_and_socket(node_tree, node.inputs[1])
+ elif shader2.type=='BSDF_TRANSPARENT':
+ return get_linked_node_and_socket(node_tree, node.inputs[0])
+
+ return (None, None)
+
+def get_unlit_inputs(node_tree, node, additive):
+ from .util import get_linked_node_and_socket
+
+ if node.type=='GROUP':
+ return check_group(node_tree, node, get_unlit_inputs)
+ elif 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)
+ return (None, None)
+
class MaterialProperty:
def __init__(self, keyword, tex_keyword, value):
self.keyword = keyword
self.value = input_socket.default_value
if self.tex_keyword:
+ from .util import get_linked_node_and_socket
+
from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
alpha_from = None
if from_node:
self.render_mode = material.render_mode
self.technique = material.technique
- self.shader = material.shader
+ self.render_methods = material.render_methods[:]
+ self.uniforms = material.uniforms[:]
self.receive_shadows = material.receive_shadows
self.cast_shadows = (material.shadow_method!='NONE')
+ self.blend_type = 'ALPHA' if material.blend_method=='BLEND' else 'NONE'
+ self.image_based_lighting = material.image_based_lighting
if self.render_mode=='EXTERNAL' and not self.technique:
raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
- elif self.render_mode=='CUSTOM' and not self.shader:
- raise Exception("Invalid configuration on material {}: No shader for custom rendering".format(self.name))
-
- out_node = None
- for n in material.node_tree.nodes:
- if n.type=='OUTPUT_MATERIAL':
- out_node = n
- break
+ elif self.render_mode=='CUSTOM' and not self.render_methods:
+ raise Exception("Invalid configuration on material {}: No render methods for custom rendering".format(self.name))
+ out_node = next((n for n in material.node_tree.nodes if n.type=='OUTPUT_MATERIAL'), None)
if not out_node:
raise Exception("No output node found on material {}".format(self.name))
+ from .util import get_linked_node_and_socket
+
surface_node, _ = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
if not surface_node:
if self.render_mode=='BUILTIN':
raise Exception("Invalid configuration on material {}: Empty material with builtin rendering".format(self.name))
return
- elif surface_node.type=='BSDF_PRINCIPLED':
+
+ additive_node, _ = check_additive_blend(material.node_tree, surface_node)
+ if additive_node:
+ self.blend_type = 'ADDITIVE'
+ surface_node = additive_node
+
+ if surface_node.type=='BSDF_PRINCIPLED':
self.type = "pbr"
base_color = self.create_property("base_color", (0.8, 0.8, 0.8, 1.0))
roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
- elif surface_node.type=='EMISSION':
+ elif surface_node.type=='EMISSION' or surface_node.type=='MIX_SHADER':
+ color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node, self.blend_type=='ADDITIVE')
+ if not color_input:
+ raise Exception("Unsupported configuration for unlit material {}".format(self.name))
+
self.type = "unlit"
color = self.create_property("color", "texture", (1.0, 1.0, 1.0, 1.0))
- color.set_from_input(material.node_tree, surface_node.inputs["Color"])
+ color.set_from_input(material.node_tree, color_input, alpha_input)
+ if self.blend_type=='ADDITIVE' and alpha_input:
+ self.blend_type = 'ADDITIVE_ALPHA'
else:
raise Exception("Unsupported surface node type {} on material {}".format(surface_node.type, self.name))
sampler_settings = None
for p in self.properties:
if p.texture:
- settings = (p.texture.default_filter, p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
+ settings = (p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
if sampler_settings is None:
sampler_settings = settings
elif settings!=sampler_settings:
if self.render_mode=='EXTERNAL':
raise Exception("Material atlas with external render mode does not make sense")
- self.shader = materials[0].shader
- if self.shader:
- self.name = "material_atlas_"+os.path.splitext(self.shader)[0]
+ if self.render_mode=='CUSTOM':
+ self.render_methods = materials[0].render_methods
+ else:
+ self.render_methods = None
+ if self.render_methods:
+ self.name = "material_atlas_"+os.path.splitext(self.render_methods[0].shader)[0]
else:
self.name = "material_atlas"
self.receive_shadows = materials[0].receive_shadows
self.cast_shadows = (materials[0].shadow_method!='NONE')
self.materials = materials
self.material_names = [m.name for m in self.materials]
+ self.uniforms = None
+ method_hash = compute_render_method_hash(self)
for m in self.materials:
if m.render_mode!=self.render_mode:
raise Exception("Conflicting render modes in MaterialAtlas constructor")
- if self.render_mode=='CUSTOM' and m.shader!=self.shader:
+ if self.render_mode=='CUSTOM' and compute_render_method_hash(m)!=method_hash:
raise Exception("Conflicting shaders in MaterialAtlas constructor")
if m.receive_shadows!=self.receive_shadows or m.shadow_method!=materials[0].shadow_method:
raise Exception("Conflicting shadow settings in MaterialAtlas constructor")
if not material.material_atlas:
raise Exception("Material is not part of a material atlas")
- shader = material.shader
+ method_hash = compute_render_method_hash(material)
materials = []
for m in context.blend_data.materials:
- if m.material_atlas and m.shader==shader:
+ if m.material_atlas and compute_render_method_hash(m)==method_hash:
materials.append(m)
return MaterialAtlas(materials)