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Don't check group in get_unlit_inputs
[libs/gl.git] / blender / io_mspgl / material.py
1 import os
2
3 def compute_render_method_hash(material):
4         descr = ""
5         for m in material.render_methods:
6                 if descr:
7                         descr += ","
8                 descr += "{}={}".format(m.tag, m.shader)
9         return hash(descr)
10
11 def check_group(node_tree, group, func):
12         from .util import get_linked_node_and_socket
13
14         output = group.node_tree.nodes["Group Output"]
15         from_node, _ = get_linked_node_and_socket(group.node_tree, output.inputs[0])
16         if from_node:
17                 from_node, _ = func(group.node_tree, from_node)
18                 if from_node and from_node.type=='GROUP_INPUT':
19                         return get_linked_node_and_socket(node_tree, group.inputs[0])
20         return (None, None)
21
22 def check_invert_green(node_tree, node):
23         if node.type=='GROUP':
24                 return check_group(node_tree, node, check_invert_green)
25         elif node.type!='COMBRGB':
26                 return (None, None)
27
28         from .util import get_linked_node_and_socket
29
30         green, _ = get_linked_node_and_socket(node_tree, node.inputs["G"])
31         if not green or green.type!='MATH' or green.operation!='SUBTRACT':
32                 return (None, None)
33         green, _ = get_linked_node_and_socket(node_tree, green.inputs[1])
34
35         red, _ = get_linked_node_and_socket(node_tree, node.inputs["R"])
36         blue, _ = get_linked_node_and_socket(node_tree, node.inputs["B"])
37         if not red or red.type!='SEPRGB' or blue!=red or green!=red:
38                 return (None, None)
39
40         return get_linked_node_and_socket(node_tree, red.inputs["Image"])
41
42 def check_additive_blend(node_tree, node):
43         if node.type=='GROUP':
44                 return check_group(node_tree, node, check_additive_blend)
45         elif node.type=='ADD_SHADER':
46                 from .util import get_linked_node_and_socket
47
48                 shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[0])
49                 shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
50                 if shader1.type=='BSDF_TRANSPARENT':
51                         return get_linked_node_and_socket(node_tree, node.inputs[1])
52                 elif shader2.type=='BSDF_TRANSPARENT':
53                         return get_linked_node_and_socket(node_tree, node.inputs[0])
54
55         return (None, None)
56
57 def get_unlit_inputs(node_tree, node, additive):
58         from .util import get_linked_node_and_socket
59
60         if node.type=='MIX_SHADER' and not additive:
61                 shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
62                 shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[2])
63                 if shader1.type=='BSDF_TRANSPARENT' and shader2.type=='EMISSION':
64                         factor_input = node.inputs["Fac"]
65                         factor_from, _ = get_linked_node_and_socket(node_tree, factor_input)
66                         color_input = shader2.inputs["Color"]
67                         color_from, _ = get_linked_node_and_socket(node_tree, color_input)
68                         if factor_from==color_from:
69                                 return (color_input, factor_input)
70         elif node.type=='EMISSION':
71                 color_input = node.inputs["Color"]
72                 if additive:
73                         color_from, _ = get_linked_node_and_socket(node_tree, color_input)
74                         if color_from.type=='MIX_RGB' and color_from.blend_type=='MIX':
75                                 mix_factor_input = color_from.inputs["Fac"]
76                                 mix_factor_from, _ = get_linked_node_and_socket(node_tree, mix_factor_input)
77                                 mix_color_input = color_from.inputs["Color2"]
78                                 mix_color_from, _ = get_linked_node_and_socket(node_tree, mix_color_input)
79                                 if mix_factor_from==mix_color_from:
80                                         return (mix_color_input, mix_factor_input)
81                 return (color_input, None)
82         return (None, None)
83
84 class MaterialProperty:
85         def __init__(self, keyword, tex_keyword, value):
86                 self.keyword = keyword
87                 self.tex_keyword = tex_keyword
88                 self.value = value
89                 self.texture = None
90                 self.tex_channels = None
91
92         def set_from_input(self, node_tree, input_socket, alpha_socket=None):
93                 if self.keyword:
94                         if type(self.value)==tuple:
95                                 if alpha_socket:
96                                         self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
97                                 else:
98                                         self.value = input_socket.default_value[:len(self.value)]
99                         else:
100                                 self.value = input_socket.default_value
101
102                 if self.tex_keyword:
103                         from .util import get_linked_node_and_socket
104
105                         from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
106                         alpha_from = None
107                         if from_node:
108                                 channels = None
109                                 if from_node.type=='NORMAL_MAP':
110                                         from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
111                                         invert, _ = check_invert_green(node_tree, from_node)
112                                         channels = ['R', 'G', 'B']
113                                         if invert:
114                                                 from_node = invert
115                                                 channels[1] = '~G';
116                                 elif from_node.type=='RGBTOBW':
117                                         from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
118                                         channels = ['Y']
119
120                                 if alpha_socket:
121                                         alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
122                                         if alpha_from and alpha_from!=from_node:
123                                                 raise Exception("Separate textures for color and alpha are not supported")
124
125                                 if from_node.type=='TEX_IMAGE':
126                                         self.texture = from_node
127                                         if channels:
128                                                 self.tex_channels = channels
129                                         elif alpha_from:
130                                                 self.tex_channels = ['R', 'G', 'B', 'A']
131                                         elif type(self.value)==tuple:
132                                                 self.tex_channels = ['R', 'G', 'B']
133                                         else:
134                                                 self.tex_channels = ['Y']
135                                 else:
136                                         raise Exception("Unsupported property input node type "+from_node.type)
137
138 class Material:
139         def __init__(self, material):
140                 self.name = material.name
141                 self.type = None
142                 self.properties = []
143
144                 self.render_mode = material.render_mode
145                 self.technique = material.technique
146                 self.render_methods = material.render_methods[:]
147                 self.uniforms = material.uniforms[:]
148                 self.receive_shadows = material.receive_shadows
149                 self.cast_shadows = (material.shadow_method!='NONE')
150                 self.blend_type = 'ALPHA' if material.blend_method=='BLEND' else 'NONE'
151                 self.image_based_lighting = material.image_based_lighting
152
153                 if self.render_mode=='EXTERNAL' and not self.technique:
154                         raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
155                 elif self.render_mode=='CUSTOM' and not self.render_methods:
156                         raise Exception("Invalid configuration on material {}: No render methods for custom rendering".format(self.name))
157
158                 out_node = next((n for n in material.node_tree.nodes if n.type=='OUTPUT_MATERIAL'), None)
159                 if not out_node:
160                         raise Exception("No output node found on material {}".format(self.name))
161
162                 from .util import get_linked_node_and_socket
163
164                 surface_node, _ = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
165                 if not surface_node:
166                         if self.render_mode=='BUILTIN':
167                                 raise Exception("Invalid configuration on material {}: Empty material with builtin rendering".format(self.name))
168                         return
169
170                 additive_node, _ = check_additive_blend(material.node_tree, surface_node)
171                 if additive_node:
172                         self.blend_type = 'ADDITIVE'
173                         surface_node = additive_node
174
175                 if surface_node.type=='BSDF_PRINCIPLED':
176                         self.type = "pbr"
177
178                         base_color = self.create_property("base_color", (0.8, 0.8, 0.8, 1.0))
179                         metalness = self.create_property("metalness", 0.0)
180                         roughness = self.create_property("roughness", 0.5)
181                         normal = self.create_property("normal_map")
182                         emission = self.create_property("emission", (0.0, 0.0, 0.0))
183
184                         base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
185                         metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
186                         roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
187                         normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
188                         emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
189                 elif surface_node.type=='EMISSION' or surface_node.type=='MIX_SHADER':
190                         color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node, self.blend_type=='ADDITIVE')
191                         if not color_input:
192                                 raise Exception("Unsupported configuration for unlit material {}".format(self.name))
193
194                         self.type = "unlit"
195
196                         color = self.create_property("color", "texture", (1.0, 1.0, 1.0, 1.0))
197
198                         color.set_from_input(material.node_tree, color_input, alpha_input)
199                         if self.blend_type=='ADDITIVE' and alpha_input:
200                                 self.blend_type = 'ADDITIVE_ALPHA'
201                 else:
202                         raise Exception("Unsupported surface node type {} on material {}".format(surface_node.type, self.name))
203
204                 sampler_settings = None
205                 for p in self.properties:
206                         if p.texture:
207                                 settings = (p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
208                                 if sampler_settings is None:
209                                         sampler_settings = settings
210                                 elif settings!=sampler_settings:
211                                         raise Exception("Material {} has conflicting texture sampler settings".format(self.name))
212
213         def create_property(self, *args):
214                 prop = None
215                 if len(args)==1:
216                         prop = MaterialProperty(None, args[0], None)
217                 elif len(args)==2:
218                         prop = MaterialProperty(args[0], args[0]+"_map", args[1])
219                 else:
220                         prop = MaterialProperty(*args)
221                 self.properties.append(prop)
222                 return prop
223
224
225 class MaterialAtlas:
226         def __init__(self, materials):
227                 self.render_mode = materials[0].render_mode
228                 if self.render_mode=='EXTERNAL':
229                         raise Exception("Material atlas with external render mode does not make sense")
230
231                 if self.render_mode=='CUSTOM':
232                         self.render_methods = materials[0].render_methods
233                 else:
234                         self.render_methods = None
235                 if self.render_methods:
236                         self.name = "material_atlas_"+os.path.splitext(self.render_methods[0].shader)[0]
237                 else:
238                         self.name = "material_atlas"
239                 self.receive_shadows = materials[0].receive_shadows
240                 self.cast_shadows = (materials[0].shadow_method!='NONE')
241                 self.materials = materials
242                 self.material_names = [m.name for m in self.materials]
243                 self.uniforms = None
244                 method_hash = compute_render_method_hash(self)
245                 for m in self.materials:
246                         if m.render_mode!=self.render_mode:
247                                 raise Exception("Conflicting render modes in MaterialAtlas constructor")
248                         if self.render_mode=='CUSTOM' and compute_render_method_hash(m)!=method_hash:
249                                 raise Exception("Conflicting shaders in MaterialAtlas constructor")
250                         if m.receive_shadows!=self.receive_shadows or m.shadow_method!=materials[0].shadow_method:
251                                 raise Exception("Conflicting shadow settings in MaterialAtlas constructor")
252
253                 count = len(self.materials)
254                 size = 1
255                 while size*size*2<count:
256                         size *= 2
257                 if size*size>=count:
258                         self.size = (size, size)
259                 else:
260                         self.size = (size*2, size)
261
262                 from .util import get_colormap
263
264                 cm = get_colormap(True)
265                 self.base_color_data = ""
266                 for m in map(Material, self.materials):
267                         if any(p.texture for p in m.properties):
268                                 raise Exception("Texturing is incompatible with material atlas")
269                         base_color = [int(cm(c)*255) for c in m.base_color.value]
270                         self.base_color_data += "\\x{:02X}\\x{:02X}\\x{:02X}\\xFF".format(*base_color)
271                 self.base_color_data += "\\x00\\x00\\x00\\x00"*(self.size[0]*self.size[1]-count)
272
273         def get_material_uv(self, material):
274                 index = self.material_names.index(material.name)
275                 x = index%self.size[0]
276                 y = index//self.size[0]
277                 return ((x+0.5)/self.size[0], (y+0.5)/self.size[1])
278
279 def create_material_atlas(context, material):
280         if not material.material_atlas:
281                 raise Exception("Material is not part of a material atlas")
282
283         method_hash = compute_render_method_hash(material)
284         materials = []
285         for m in context.blend_data.materials:
286                 if m.material_atlas and compute_render_method_hash(m)==method_hash:
287                         materials.append(m)
288
289         return MaterialAtlas(materials)