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)
+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_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_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)
return (None, None)
class MaterialProperty:
- def __init__(self, value):
+ def __init__(self, keyword, tex_keyword, value):
+ self.keyword = keyword
+ self.tex_keyword = tex_keyword
self.value = value
self.texture = None
- self.tex_usage = None
+ self.tex_channels = None
+ self.scale = 1.0
def set_from_input(self, node_tree, input_socket, alpha_socket=None):
- if type(self.value)==tuple:
- if alpha_socket:
- self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
- else:
- self.value = input_socket.default_value[:len(self.value)]
- elif self.value is not None:
- self.value = input_socket.default_value
-
- from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
- alpha_from = None
- if from_node:
- if from_node.type=='NORMAL_MAP':
- from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
-
- if alpha_socket:
- alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
- if alpha_from and alpha_from!=from_node:
- raise Exception("Separate textures for color and alpha are not supported")
-
- if from_node.type=='TEX_IMAGE':
- self.texture = from_node
- if alpha_from:
- self.tex_usage = 'RGBA'
- elif type(self.value)==tuple:
- self.tex_usage = 'RGB'
+ if self.keyword:
+ if type(self.value)==tuple:
+ if alpha_socket:
+ self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
else:
- self.tex_usage = 'GRAY'
+ self.value = input_socket.default_value[:len(self.value)]
else:
- raise Exception("Unsupported property input node type "+from_node.type)
+ self.value = input_socket.default_value
+
+ if self.tex_keyword:
+ from .util import get_linked_node_and_socket
+
+ from_node, from_sock = get_linked_node_and_socket(node_tree, input_socket)
+ alpha_from = None
+ if from_node:
+ channels = None
+ top_node = PropertyNode(node_tree, from_node, from_sock)
+ n = top_node
+ while n:
+ if n.type=='NORMAL':
+ channels = ['R', 'G', 'B']
+ elif n.type=='GRAY':
+ channels = ['Y']
+ elif n.type=='EXTRACT':
+ channels = [n.data]
+ elif n.type=='INVERT':
+ channels = ['~'+c if c in n.data else c for c in channels]
+ elif n.type=='SCALE':
+ self.scale = n.data
+ elif n.type=='TEXTURE':
+ self.texture = n.node
+ n = n.input
+
+ if alpha_socket:
+ alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
+ if alpha_from and alpha_from!=self.texture:
+ raise Exception("Separate textures for color and alpha are not supported")
+
+ if self.scale==0.0 and self.keyword and type(self.value)!=tuple:
+ self.texture = None
+ self.value = self.scale
+ elif self.scale!=1.0:
+ raise Exception("Unsupported material property scale {}".format(self.scale))
+ elif self.texture:
+ if channels:
+ self.tex_channels = channels
+ elif alpha_from:
+ self.tex_channels = ['R', 'G', 'B', 'A']
+ elif type(self.value)==tuple:
+ self.tex_channels = ['R', 'G', 'B']
+ else:
+ self.tex_channels = ['Y']
+ else:
+ raise Exception("Unsupported property input node type "+from_node.type)
class Material:
def __init__(self, material):
self.name = material.name
self.type = None
- self.properties = {}
+ self.properties = []
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.face_cull = 'BACK' if material.use_backface_culling else 'NONE'
+ 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.alpha_cutoff = material.alpha_threshold if material.blend_method=='CLIP' else 0.0
+ self.image_based_lighting = material.image_based_lighting
+ self.instancing = material.instancing
if self.render_mode=='EXTERNAL' and not self.technique:
- raise Exception("Missing technique with external rendering mode")
- elif self.render_mode=='CUSTOM' and not self.shader:
- raise Exception("Missing shader with custom rendering mode")
-
- out_node = None
- for n in material.node_tree.nodes:
- if n.type=='OUTPUT_MATERIAL':
- out_node = n
- break
+ raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
+ 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 material output node found")
+ 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:
+ from_node, from_sock = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
+ if not from_node:
if self.render_mode=='BUILTIN':
- raise Exception("Empty material can't use builtin rendering mode")
+ raise Exception("Invalid configuration on material {}: Empty material with builtin rendering".format(self.name))
return
- elif surface_node.type!='BSDF_PRINCIPLED':
- raise Exception("Unsupported surface node type "+surface_node.type)
- self.type = "pbr"
+ surface_node = PropertyNode(material.node_tree, from_node, from_sock)
+ if surface_node.type=='ADDITIVE':
+ self.blend_type = 'ADDITIVE'
+ from_node = surface_node.input.node
+
+ if from_node.type=='BSDF_PRINCIPLED':
+ self.type = "pbr"
+
+ base_color = self.create_property("base_color", (0.8, 0.8, 0.8, 1.0))
+ metalness = self.create_property("metalness", 0.0)
+ roughness = self.create_property("roughness", 0.5)
+ normal = self.create_property("normal_map")
+ emission = self.create_property("emission", (0.0, 0.0, 0.0))
+
+ base_color.set_from_input(material.node_tree, from_node.inputs["Base Color"], from_node.inputs["Alpha"])
+ metalness.set_from_input(material.node_tree, from_node.inputs["Metallic"])
+ roughness.set_from_input(material.node_tree, from_node.inputs["Roughness"])
+ normal.set_from_input(material.node_tree, from_node.inputs["Normal"])
+ emission.set_from_input(material.node_tree, from_node.inputs["Emission"])
+ elif from_node.type=='EMISSION' or from_node.type=='MIX_SHADER':
+ color_input, alpha_input = get_unlit_inputs(material.node_tree, from_node, self.blend_type=='ADDITIVE')
+ if not color_input:
+ raise Exception("Unsupported configuration for unlit material {}".format(self.name))
- base_color = self.properties["base_color"] = MaterialProperty((0.8, 0.8, 0.8, 1.0))
- metalness = self.properties["metalness"] = MaterialProperty(0.0)
- roughness = self.properties["roughness"] = MaterialProperty(0.5)
- normal = self.properties["normal"] = MaterialProperty(None)
- emission = self.properties["emission"] = MaterialProperty((0.0, 0.0, 0.0))
+ self.type = "unlit"
- base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
- metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
- 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"])
+ color = self.create_property("color", "texture", (1.0, 1.0, 1.0, 1.0))
+
+ 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(from_node.type, self.name))
sampler_settings = None
- for p in self.properties.values():
+ 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:
- raise Exception("Conflicting sampler settings in material textures")
-
+ raise Exception("Material {} has conflicting texture sampler settings".format(self.name))
-class MaterialMap:
- def __init__(self, materials):
- self.render_mode = materials[0].render_mode
- if self.render_mode=='EXTERNAL':
- raise Exception("Material map with external render mode does not make sense")
-
- self.shader = materials[0].shader
- if self.shader:
- self.name = "material_map_"+os.path.splitext(self.shader)[0]
- else:
- self.name = "material_map"
- self.materials = materials
- self.material_names = [m.name for m in self.materials]
- for m in self.materials:
- if m.render_mode!=self.render_mode:
- raise Exception("Conflicting render modes in MaterialMap constructor")
- if self.render_mode=='CUSTOM' and m.shader!=self.shader:
- raise Exception("Conflicting shaders in MaterialMap constructor")
-
- count = len(self.materials)
- size = 1
- while size*size*2<count:
- size *= 2
- if size*size>=count:
- self.size = (size, size)
+ def create_property(self, *args):
+ prop = None
+ if len(args)==1:
+ prop = MaterialProperty(None, args[0], None)
+ elif len(args)==2:
+ prop = MaterialProperty(args[0], args[0]+"_map", args[1])
else:
- self.size = (size*2, size)
-
- from .util import get_colormap
-
- cm = get_colormap(True)
- self.base_color_data = ""
- for m in map(Material, self.materials):
- if any(p.texture for p in m.properties):
- raise Exception("Texturing is incompatible with material map")
- base_color = [int(cm(c)*255) for c in m.base_color.value]
- self.base_color_data += "\\x{:02X}\\x{:02X}\\x{:02X}\\xFF".format(*base_color)
- self.base_color_data += "\\x00\\x00\\x00\\x00"*(self.size[0]*self.size[1]-count)
-
- def get_material_uv(self, material):
- index = self.material_names.index(material.name)
- x = index%self.size[0]
- y = index//self.size[0]
- return ((x+0.5)/self.size[0], (y+0.5)/self.size[1])
-
-def create_material_map(context, material):
- if not material.material_map:
- raise Exception("Material is not part of a material map")
-
- shader = material.shader
- materials = []
- for m in context.blend_data.materials:
- if m.material_map and m.shader==shader:
- materials.append(m)
-
- mat_map = MaterialMap(materials)
-
- return mat_map
+ prop = MaterialProperty(*args)
+ self.properties.append(prop)
+ return prop