]> git.tdb.fi Git - libs/gl.git/blob - blender/io_mspgl/material.py
Handle arbitrary channel inversions in material 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 class PropertyNode:
12         def __init__(self, node_tree, node, socket):
13                 self.node_tree = node_tree
14                 self.node = node
15                 self.socket = socket
16                 self.type = None
17                 self.data = None
18                 self.input = None
19
20                 checks = [self.check_group,
21                         self.check_gray,
22                         self.check_normal,
23                         self.check_invert_channels,
24                         self.check_additive_blend,
25                         self.check_texture]
26                 for c in checks:
27                         if c():
28                                 break
29
30         def set_input_from_linked(self, input_sock):
31                 from .util import get_linked_node_and_socket
32
33                 from_node, from_sock = get_linked_node_and_socket(self.node_tree, input_sock)
34                 self.input = PropertyNode(self.node_tree, from_node, from_sock)
35                 return self.input
36
37         def check_group(self):
38                 if self.node.type!='GROUP':
39                         return
40
41                 from .util import get_linked_node_and_socket
42
43                 output = self.node.node_tree.nodes["Group Output"]
44                 from_node, from_sock = get_linked_node_and_socket(self.node.node_tree, output.inputs[0])
45                 inner = PropertyNode(self.node.node_tree, from_node, from_sock)
46                 if inner.input:
47                         # TODO This currently only supports a single operation inside the group
48                         if inner.input.node.type=='GROUP_INPUT':
49                                 self.type = inner.type
50                                 self.data = inner.data
51                                 return self.set_input_from_linked(self.node.inputs[0])
52
53         def check_gray(self):
54                 if self.node.type=='RGBTOBW':
55                         self.type = 'GRAY'
56                         self.set_input_from_linked(self.node.inputs["Color"])
57
58         def check_normal(self):
59                 if self.node.type=='NORMAL_MAP':
60                         self.type = 'NORMAL'
61                         return self.set_input_from_linked(self.node.inputs["Color"])
62
63         def check_invert_channels(self):
64                 if self.node.type!='COMBRGB':
65                         return
66
67                 from .util import get_linked_node_and_socket
68
69                 separate = None
70                 invert_channels = ""
71                 for c in ("R", "G", "B"):
72                         from_node, _ = get_linked_node_and_socket(self.node_tree, self.node.inputs[c])
73                         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:
74                                 invert_channels += c
75                                 from_node, _ = get_linked_node_and_socket(self.node_tree, from_node.inputs[1])
76
77                         if from_node.type=='SEPRGB' and (separate is None or from_node==separate):
78                                 separate = from_node
79                         else:
80                                 return
81
82                 self.type = 'INVERT'
83                 self.data = invert_channels
84
85                 return self.set_input_from_linked(separate.inputs["Image"])
86
87         def check_additive_blend(self):
88                 if self.node.type=='ADD_SHADER':
89                         from .util import get_linked_node_and_socket
90
91                         for i in range(2):
92                                 shader, _ = get_linked_node_and_socket(self.node_tree, self.node.inputs[i])
93                                 if shader.type=='BSDF_TRANSPARENT':
94                                         self.type = 'ADDITIVE'
95                                         return self.set_input_from_linked(self.node.inputs[1-i])
96
97         def check_texture(self):
98                 if self.node.type=='TEX_IMAGE':
99                         self.type = 'TEXTURE'
100
101 def get_unlit_inputs(node_tree, node, additive):
102         from .util import get_linked_node_and_socket
103
104         if node.type=='MIX_SHADER' and not additive:
105                 shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
106                 shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[2])
107                 if shader1.type=='BSDF_TRANSPARENT' and shader2.type=='EMISSION':
108                         factor_input = node.inputs["Fac"]
109                         factor_from, _ = get_linked_node_and_socket(node_tree, factor_input)
110                         color_input = shader2.inputs["Color"]
111                         color_from, _ = get_linked_node_and_socket(node_tree, color_input)
112                         if factor_from==color_from:
113                                 return (color_input, factor_input)
114         elif node.type=='EMISSION':
115                 color_input = node.inputs["Color"]
116                 if additive:
117                         color_from, _ = get_linked_node_and_socket(node_tree, color_input)
118                         if color_from.type=='MIX_RGB' and color_from.blend_type=='MIX':
119                                 mix_factor_input = color_from.inputs["Fac"]
120                                 mix_factor_from, _ = get_linked_node_and_socket(node_tree, mix_factor_input)
121                                 mix_color_input = color_from.inputs["Color2"]
122                                 mix_color_from, _ = get_linked_node_and_socket(node_tree, mix_color_input)
123                                 if mix_factor_from==mix_color_from:
124                                         return (mix_color_input, mix_factor_input)
125                 return (color_input, None)
126         return (None, None)
127
128 class MaterialProperty:
129         def __init__(self, keyword, tex_keyword, value):
130                 self.keyword = keyword
131                 self.tex_keyword = tex_keyword
132                 self.value = value
133                 self.texture = None
134                 self.tex_channels = None
135
136         def set_from_input(self, node_tree, input_socket, alpha_socket=None):
137                 if self.keyword:
138                         if type(self.value)==tuple:
139                                 if alpha_socket:
140                                         self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
141                                 else:
142                                         self.value = input_socket.default_value[:len(self.value)]
143                         else:
144                                 self.value = input_socket.default_value
145
146                 if self.tex_keyword:
147                         from .util import get_linked_node_and_socket
148
149                         from_node, from_sock = get_linked_node_and_socket(node_tree, input_socket)
150                         alpha_from = None
151                         if from_node:
152                                 channels = None
153                                 top_node = PropertyNode(node_tree, from_node, from_sock)
154                                 n = top_node
155                                 while n:
156                                         if n.type=='NORMAL':
157                                                 channels = ['R', 'G', 'B']
158                                         elif n.type=='GRAY':
159                                                 channels = ['Y']
160                                         elif n.type=='INVERT':
161                                                 channels = ['~'+c if c in n.data else c for c in channels]
162                                         elif n.type=='TEXTURE':
163                                                 self.texture = n.node
164                                         n = n.input
165
166                                 if alpha_socket:
167                                         alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
168                                         if alpha_from and alpha_from!=self.texture:
169                                                 raise Exception("Separate textures for color and alpha are not supported")
170
171                                 if self.texture:
172                                         if channels:
173                                                 self.tex_channels = channels
174                                         elif alpha_from:
175                                                 self.tex_channels = ['R', 'G', 'B', 'A']
176                                         elif type(self.value)==tuple:
177                                                 self.tex_channels = ['R', 'G', 'B']
178                                         else:
179                                                 self.tex_channels = ['Y']
180                                 else:
181                                         raise Exception("Unsupported property input node type "+from_node.type)
182
183 class Material:
184         def __init__(self, material):
185                 self.name = material.name
186                 self.type = None
187                 self.properties = []
188
189                 self.render_mode = material.render_mode
190                 self.technique = material.technique
191                 self.render_methods = material.render_methods[:]
192                 self.uniforms = material.uniforms[:]
193                 self.receive_shadows = material.receive_shadows
194                 self.cast_shadows = (material.shadow_method!='NONE')
195                 self.blend_type = 'ALPHA' if material.blend_method=='BLEND' else 'NONE'
196                 self.image_based_lighting = material.image_based_lighting
197
198                 if self.render_mode=='EXTERNAL' and not self.technique:
199                         raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
200                 elif self.render_mode=='CUSTOM' and not self.render_methods:
201                         raise Exception("Invalid configuration on material {}: No render methods for custom rendering".format(self.name))
202
203                 out_node = next((n for n in material.node_tree.nodes if n.type=='OUTPUT_MATERIAL'), None)
204                 if not out_node:
205                         raise Exception("No output node found on material {}".format(self.name))
206
207                 from .util import get_linked_node_and_socket
208
209                 surface_node, _ = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
210                 if not surface_node:
211                         if self.render_mode=='BUILTIN':
212                                 raise Exception("Invalid configuration on material {}: Empty material with builtin rendering".format(self.name))
213                         return
214
215                 additive_node, _ = check_additive_blend(material.node_tree, surface_node)
216                 if additive_node:
217                         self.blend_type = 'ADDITIVE'
218                         surface_node = additive_node
219
220                 if surface_node.type=='BSDF_PRINCIPLED':
221                         self.type = "pbr"
222
223                         base_color = self.create_property("base_color", (0.8, 0.8, 0.8, 1.0))
224                         metalness = self.create_property("metalness", 0.0)
225                         roughness = self.create_property("roughness", 0.5)
226                         normal = self.create_property("normal_map")
227                         emission = self.create_property("emission", (0.0, 0.0, 0.0))
228
229                         base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
230                         metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
231                         roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
232                         normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
233                         emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
234                 elif surface_node.type=='EMISSION' or surface_node.type=='MIX_SHADER':
235                         color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node, self.blend_type=='ADDITIVE')
236                         if not color_input:
237                                 raise Exception("Unsupported configuration for unlit material {}".format(self.name))
238
239                         self.type = "unlit"
240
241                         color = self.create_property("color", "texture", (1.0, 1.0, 1.0, 1.0))
242
243                         color.set_from_input(material.node_tree, color_input, alpha_input)
244                         if self.blend_type=='ADDITIVE' and alpha_input:
245                                 self.blend_type = 'ADDITIVE_ALPHA'
246                 else:
247                         raise Exception("Unsupported surface node type {} on material {}".format(surface_node.type, self.name))
248
249                 sampler_settings = None
250                 for p in self.properties:
251                         if p.texture:
252                                 settings = (p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
253                                 if sampler_settings is None:
254                                         sampler_settings = settings
255                                 elif settings!=sampler_settings:
256                                         raise Exception("Material {} has conflicting texture sampler settings".format(self.name))
257
258         def create_property(self, *args):
259                 prop = None
260                 if len(args)==1:
261                         prop = MaterialProperty(None, args[0], None)
262                 elif len(args)==2:
263                         prop = MaterialProperty(args[0], args[0]+"_map", args[1])
264                 else:
265                         prop = MaterialProperty(*args)
266                 self.properties.append(prop)
267                 return prop
268
269
270 class MaterialAtlas:
271         def __init__(self, materials):
272                 self.render_mode = materials[0].render_mode
273                 if self.render_mode=='EXTERNAL':
274                         raise Exception("Material atlas with external render mode does not make sense")
275
276                 if self.render_mode=='CUSTOM':
277                         self.render_methods = materials[0].render_methods
278                 else:
279                         self.render_methods = None
280                 if self.render_methods:
281                         self.name = "material_atlas_"+os.path.splitext(self.render_methods[0].shader)[0]
282                 else:
283                         self.name = "material_atlas"
284                 self.receive_shadows = materials[0].receive_shadows
285                 self.cast_shadows = (materials[0].shadow_method!='NONE')
286                 self.materials = materials
287                 self.material_names = [m.name for m in self.materials]
288                 self.uniforms = None
289                 method_hash = compute_render_method_hash(self)
290                 for m in self.materials:
291                         if m.render_mode!=self.render_mode:
292                                 raise Exception("Conflicting render modes in MaterialAtlas constructor")
293                         if self.render_mode=='CUSTOM' and compute_render_method_hash(m)!=method_hash:
294                                 raise Exception("Conflicting shaders in MaterialAtlas constructor")
295                         if m.receive_shadows!=self.receive_shadows or m.shadow_method!=materials[0].shadow_method:
296                                 raise Exception("Conflicting shadow settings in MaterialAtlas constructor")
297
298                 count = len(self.materials)
299                 size = 1
300                 while size*size*2<count:
301                         size *= 2
302                 if size*size>=count:
303                         self.size = (size, size)
304                 else:
305                         self.size = (size*2, size)
306
307                 from .util import get_colormap
308
309                 cm = get_colormap(True)
310                 self.base_color_data = ""
311                 for m in map(Material, self.materials):
312                         if any(p.texture for p in m.properties):
313                                 raise Exception("Texturing is incompatible with material atlas")
314                         base_color = [int(cm(c)*255) for c in m.base_color.value]
315                         self.base_color_data += "\\x{:02X}\\x{:02X}\\x{:02X}\\xFF".format(*base_color)
316                 self.base_color_data += "\\x00\\x00\\x00\\x00"*(self.size[0]*self.size[1]-count)
317
318         def get_material_uv(self, material):
319                 index = self.material_names.index(material.name)
320                 x = index%self.size[0]
321                 y = index//self.size[0]
322                 return ((x+0.5)/self.size[0], (y+0.5)/self.size[1])
323
324 def create_material_atlas(context, material):
325         if not material.material_atlas:
326                 raise Exception("Material is not part of a material atlas")
327
328         method_hash = compute_render_method_hash(material)
329         materials = []
330         for m in context.blend_data.materials:
331                 if m.material_atlas and compute_render_method_hash(m)==method_hash:
332                         materials.append(m)
333
334         return MaterialAtlas(materials)