descr += "{}={}".format(m.tag, m.shader)
return hash(descr)
-def check_group(node_tree, group, func):
- from .util import get_linked_node_and_socket
+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_gray,
+ self.check_normal,
+ self.check_invert_green,
+ 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
- output = group.node_tree.nodes["Group Output"]
- from_node, _ = get_linked_node_and_socket(group.node_tree, output.inputs[0])
- if from_node:
- from_node, _ = func(group.node_tree, from_node)
- if from_node and from_node.type=='GROUP_INPUT':
- return get_linked_node_and_socket(node_tree, group.inputs[0])
- return (None, None)
+ 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_invert_green(node_tree, node):
- if node.type=='GROUP':
- return check_group(node_tree, node, check_invert_green)
- elif node.type!='COMBRGB':
- return (None, None)
+ def check_group(self):
+ if self.node.type!='GROUP':
+ return
- from .util import get_linked_node_and_socket
+ 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_gray(self):
+ if self.node.type=='RGBTOBW':
+ self.type = 'GRAY'
+ self.set_input_from_linked(self.node.inputs["Color"])
+
+ 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_green(self):
+ if self.node.type!='COMBRGB':
+ return
+
+ 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, _ = get_linked_node_and_socket(node_tree, green.inputs[1])
+ green, _ = get_linked_node_and_socket(self.node_tree, self.node.inputs["G"])
+ if not green or green.type!='MATH' or green.operation!='SUBTRACT':
+ return
+ green, _ = get_linked_node_and_socket(self.node_tree, green.inputs[1])
- 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)
+ red, _ = get_linked_node_and_socket(self.node_tree, self.node.inputs["R"])
+ blue, _ = get_linked_node_and_socket(self.node_tree, self.node.inputs["B"])
+ if not red or red.type!='SEPRGB' or blue!=red or green!=red:
+ return
- return get_linked_node_and_socket(node_tree, red.inputs["Image"])
+ self.type = 'INVERT_GREEN'
+ return self.set_input_from_linked(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
+ def check_additive_blend(self):
+ if self.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])
+ 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])
- return (None, None)
+ 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 self.tex_keyword:
from .util import get_linked_node_and_socket
- from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
+ from_node, from_sock = get_linked_node_and_socket(node_tree, input_socket)
alpha_from = None
if from_node:
channels = None
- if from_node.type=='NORMAL_MAP':
- from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
- invert, _ = check_invert_green(node_tree, from_node)
- channels = ['R', 'G', 'B']
- if invert:
- from_node = invert
- channels[1] = '~G';
- elif from_node.type=='RGBTOBW':
- from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
- channels = ['Y']
+ 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=='INVERT_GREEN':
+ channels[1] = '~G'
+ 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!=from_node:
+ if alpha_from and alpha_from!=self.texture:
raise Exception("Separate textures for color and alpha are not supported")
- if from_node.type=='TEX_IMAGE':
- self.texture = from_node
+ if self.texture:
if channels:
self.tex_channels = channels
elif alpha_from: