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