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Recognize transparent materials in Blender and export them accordingly
[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, g_sock = 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, g_sock = get_linked_node_and_socket(node_tree, green.inputs[1])
34
35         red, r_sock = get_linked_node_and_socket(node_tree, node.inputs["R"])
36         blue, b_sock = 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 get_unlit_inputs(node_tree, node):
43         if node.type=='GROUP':
44                 return check_group(node_tree, node, get_unlit_inputs)
45         elif node.type=='MIX_SHADER':
46                 from .util import get_linked_node_and_socket
47
48                 shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
49                 shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[2])
50                 if shader1.type=='BSDF_TRANSPARENT' and shader2.type=='EMISSION':
51                         factor_input = node.inputs["Fac"]
52                         factor_from, _ = get_linked_node_and_socket(node_tree, factor_input)
53                         color_input = shader2.inputs["Color"]
54                         color_from, _ = get_linked_node_and_socket(node_tree, color_input)
55                         if factor_from==color_from:
56                                 return (color_input, factor_input)
57         elif node.type=='EMISSION':
58                 return (node.inputs["Color"], None)
59         return (None, None)
60
61 class MaterialProperty:
62         def __init__(self, keyword, tex_keyword, value):
63                 self.keyword = keyword
64                 self.tex_keyword = tex_keyword
65                 self.value = value
66                 self.texture = None
67                 self.tex_usage = None
68                 self.invert_green = False
69
70         def set_from_input(self, node_tree, input_socket, alpha_socket=None):
71                 if self.keyword:
72                         if type(self.value)==tuple:
73                                 if alpha_socket:
74                                         self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
75                                 else:
76                                         self.value = input_socket.default_value[:len(self.value)]
77                         else:
78                                 self.value = input_socket.default_value
79
80                 if self.tex_keyword:
81                         from .util import get_linked_node_and_socket
82
83                         from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
84                         alpha_from = None
85                         if from_node:
86                                 usage = None
87                                 if from_node.type=='NORMAL_MAP':
88                                         from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
89                                         invert, _ = check_invert_green(node_tree, from_node)
90                                         if invert:
91                                                 from_node = invert
92                                                 self.invert_green = True
93                                         usage = 'RGB'
94                                 elif from_node.type=='RGBTOBW':
95                                         from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
96
97                                 if alpha_socket:
98                                         alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
99                                         if alpha_from and alpha_from!=from_node:
100                                                 raise Exception("Separate textures for color and alpha are not supported")
101
102                                 if from_node.type=='TEX_IMAGE':
103                                         self.texture = from_node
104                                         if usage:
105                                                 self.tex_usage = usage
106                                         elif alpha_from:
107                                                 self.tex_usage = 'RGBA'
108                                         elif type(self.value)==tuple:
109                                                 self.tex_usage = 'RGB'
110                                         else:
111                                                 self.tex_usage = 'GRAY'
112                                 else:
113                                         raise Exception("Unsupported property input node type "+from_node.type)
114
115 class Material:
116         def __init__(self, material):
117                 self.name = material.name
118                 self.type = None
119                 self.properties = []
120
121                 self.render_mode = material.render_mode
122                 self.technique = material.technique
123                 self.render_methods = material.render_methods[:]
124                 self.uniforms = material.uniforms[:]
125                 self.receive_shadows = material.receive_shadows
126                 self.cast_shadows = (material.shadow_method!='NONE')
127                 self.blended = (material.blend_method=='BLEND')
128                 self.image_based_lighting = material.image_based_lighting
129
130                 if self.render_mode=='EXTERNAL' and not self.technique:
131                         raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
132                 elif self.render_mode=='CUSTOM' and not self.render_methods:
133                         raise Exception("Invalid configuration on material {}: No render methods for custom rendering".format(self.name))
134
135                 out_node = next((n for n in material.node_tree.nodes if n.type=='OUTPUT_MATERIAL'), None)
136                 if not out_node:
137                         raise Exception("No output node found on material {}".format(self.name))
138
139                 from .util import get_linked_node_and_socket
140
141                 surface_node, _ = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
142                 if not surface_node:
143                         if self.render_mode=='BUILTIN':
144                                 raise Exception("Invalid configuration on material {}: Empty material with builtin rendering".format(self.name))
145                         return
146                 elif surface_node.type=='BSDF_PRINCIPLED':
147                         self.type = "pbr"
148
149                         base_color = self.create_property("base_color", (0.8, 0.8, 0.8, 1.0))
150                         metalness = self.create_property("metalness", 0.0)
151                         roughness = self.create_property("roughness", 0.5)
152                         normal = self.create_property("normal_map")
153                         emission = self.create_property("emission", (0.0, 0.0, 0.0))
154
155                         base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
156                         metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
157                         roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
158                         normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
159                         emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
160                 elif surface_node.type=='EMISSION' or surface_node.type=='MIX_SHADER':
161                         color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node)
162                         if not color_input:
163                                 raise Exception("Unsupported configuration for unlit material {}".format(self.name))
164
165                         self.type = "unlit"
166
167                         color = self.create_property("color", "texture", (1.0, 1.0, 1.0, 1.0))
168
169                         color.set_from_input(material.node_tree, color_input, alpha_input)
170                 else:
171                         raise Exception("Unsupported surface node type {} on material {}".format(surface_node.type, self.name))
172
173                 sampler_settings = None
174                 for p in self.properties:
175                         if p.texture:
176                                 settings = (p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
177                                 if sampler_settings is None:
178                                         sampler_settings = settings
179                                 elif settings!=sampler_settings:
180                                         raise Exception("Material {} has conflicting texture sampler settings".format(self.name))
181
182         def create_property(self, *args):
183                 prop = None
184                 if len(args)==1:
185                         prop = MaterialProperty(None, args[0], None)
186                 elif len(args)==2:
187                         prop = MaterialProperty(args[0], args[0]+"_map", args[1])
188                 else:
189                         prop = MaterialProperty(*args)
190                 self.properties.append(prop)
191                 return prop
192
193
194 class MaterialAtlas:
195         def __init__(self, materials):
196                 self.render_mode = materials[0].render_mode
197                 if self.render_mode=='EXTERNAL':
198                         raise Exception("Material atlas with external render mode does not make sense")
199
200                 if self.render_mode=='CUSTOM':
201                         self.render_methods = materials[0].render_methods
202                 else:
203                         self.render_methods = None
204                 if self.render_methods:
205                         self.name = "material_atlas_"+os.path.splitext(self.render_methods[0].shader)[0]
206                 else:
207                         self.name = "material_atlas"
208                 self.receive_shadows = materials[0].receive_shadows
209                 self.cast_shadows = (materials[0].shadow_method!='NONE')
210                 self.materials = materials
211                 self.material_names = [m.name for m in self.materials]
212                 self.uniforms = None
213                 method_hash = compute_render_method_hash(self)
214                 for m in self.materials:
215                         if m.render_mode!=self.render_mode:
216                                 raise Exception("Conflicting render modes in MaterialAtlas constructor")
217                         if self.render_mode=='CUSTOM' and compute_render_method_hash(m)!=method_hash:
218                                 raise Exception("Conflicting shaders in MaterialAtlas constructor")
219                         if m.receive_shadows!=self.receive_shadows or m.shadow_method!=materials[0].shadow_method:
220                                 raise Exception("Conflicting shadow settings in MaterialAtlas constructor")
221
222                 count = len(self.materials)
223                 size = 1
224                 while size*size*2<count:
225                         size *= 2
226                 if size*size>=count:
227                         self.size = (size, size)
228                 else:
229                         self.size = (size*2, size)
230
231                 from .util import get_colormap
232
233                 cm = get_colormap(True)
234                 self.base_color_data = ""
235                 for m in map(Material, self.materials):
236                         if any(p.texture for p in m.properties):
237                                 raise Exception("Texturing is incompatible with material atlas")
238                         base_color = [int(cm(c)*255) for c in m.base_color.value]
239                         self.base_color_data += "\\x{:02X}\\x{:02X}\\x{:02X}\\xFF".format(*base_color)
240                 self.base_color_data += "\\x00\\x00\\x00\\x00"*(self.size[0]*self.size[1]-count)
241
242         def get_material_uv(self, material):
243                 index = self.material_names.index(material.name)
244                 x = index%self.size[0]
245                 y = index//self.size[0]
246                 return ((x+0.5)/self.size[0], (y+0.5)/self.size[1])
247
248 def create_material_atlas(context, material):
249         if not material.material_atlas:
250                 raise Exception("Material is not part of a material atlas")
251
252         method_hash = compute_render_method_hash(material)
253         materials = []
254         for m in context.blend_data.materials:
255                 if m.material_atlas and compute_render_method_hash(m)==method_hash:
256                         materials.append(m)
257
258         return MaterialAtlas(materials)