]> git.tdb.fi Git - libs/gl.git/blob - blender/io_mspgl/material.py
Refactor material property handling in the Blender exporter
[libs/gl.git] / blender / io_mspgl / material.py
1 import os
2
3 def get_linked_node_and_socket(node_tree, socket):
4         for l in node_tree.links:
5                 if socket==l.to_socket:
6                         return (l.from_node, l.from_socket)
7                 elif socket==l.from_socket:
8                         return (l.to_node, l.to_socket)
9         return (None, None)
10
11 class MaterialProperty:
12         def __init__(self, value):
13                 self.value = value
14                 self.texture = None
15                 self.tex_usage = None
16
17         def set_from_input(self, node_tree, input_socket, alpha_socket=None):
18                 if type(self.value)==tuple:
19                         if alpha_socket:
20                                 self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
21                         else:
22                                 self.value = input_socket.default_value[:len(self.value)]
23                 elif self.value is not None:
24                         self.value = input_socket.default_value
25
26                 from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
27                 alpha_from = None
28                 if from_node:
29                         if from_node.type=='NORMAL_MAP':
30                                 from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
31
32                         if alpha_socket:
33                                 alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
34                                 if alpha_from and alpha_from!=from_node:
35                                         raise Exception("Separate textures for color and alpha are not supported")
36
37                         if from_node.type=='TEX_IMAGE':
38                                 self.texture = from_node
39                                 if alpha_from:
40                                         self.tex_usage = 'RGBA'
41                                 elif type(self.value)==tuple:
42                                         self.tex_usage = 'RGB'
43                                 else:
44                                         self.tex_usage = 'GRAY'
45                         else:
46                                 raise Exception("Unsupported property input node type "+from_node.type)
47
48 class Material:
49         def __init__(self, material):
50                 self.name = material.name
51                 self.properties = {}
52
53                 self.render_mode = material.render_mode
54                 self.technique = material.technique
55                 self.shader = material.shader
56
57                 if self.render_mode=='EXTERNAL' and not self.technique:
58                         raise Exception("Missing technique with external rendering mode")
59                 elif self.render_mode=='CUSTOM' and not self.shader:
60                         raise Exception("Missing shader with custom rendering mode")
61
62                 out_node = None
63                 for n in material.node_tree.nodes:
64                         if n.type=='OUTPUT_MATERIAL':
65                                 out_node = n
66                                 break
67
68                 if not out_node:
69                         raise Exception("No material output node found")
70
71                 surface_node, _ = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
72                 if not surface_node:
73                         raise Exception("Material has no surface node")
74                 elif surface_node.type!='BSDF_PRINCIPLED':
75                         raise Exception("Unsupported surface node type "+surface_node.type)
76
77                 base_color = self.properties["base_color"] = MaterialProperty((0.8, 0.8, 0.8, 1.0))
78                 metalness = self.properties["metalness"] = MaterialProperty(0.0)
79                 roughness = self.properties["roughness"] = MaterialProperty(0.5)
80                 normal = self.properties["normal"] = MaterialProperty(None)
81                 emission = self.properties["emission"] = MaterialProperty((0.0, 0.0, 0.0))
82
83                 base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
84                 metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
85                 roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
86                 normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
87                 emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
88
89                 sampler_settings = None
90                 for p in self.properties.values():
91                         if p.texture:
92                                 settings = (p.texture.default_filter, p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
93                                 if sampler_settings is None:
94                                         sampler_settings = settings
95                                 elif settings!=sampler_settings:
96                                         raise Exception("Conflicting sampler settings in material textures")
97
98
99 class MaterialMap:
100         def __init__(self, materials):
101                 self.render_mode = materials[0].render_mode
102                 if self.render_mode=='EXTERNAL':
103                         raise Exception("Material map with external render mode does not make sense")
104
105                 self.shader = materials[0].shader
106                 if self.shader:
107                         self.name = "material_map_"+os.path.splitext(self.shader)[0]
108                 else:
109                         self.name = "material_map"
110                 self.materials = materials
111                 self.material_names = [m.name for m in self.materials]
112                 for m in self.materials:
113                         if m.render_mode!=self.render_mode:
114                                 raise Exception("Conflicting render modes in MaterialMap constructor")
115                         if self.render_mode=='CUSTOM' and m.shader!=self.shader:
116                                 raise Exception("Conflicting shaders in MaterialMap constructor")
117
118                 count = len(self.materials)
119                 size = 1
120                 while size*size*2<count:
121                         size *= 2
122                 if size*size>=count:
123                         self.size = (size, size)
124                 else:
125                         self.size = (size*2, size)
126
127                 from .util import get_colormap
128
129                 cm = get_colormap(True)
130                 self.base_color_data = ""
131                 for m in map(Material, self.materials):
132                         if any(p.texture for p in m.properties):
133                                 raise Exception("Texturing is incompatible with material map")
134                         base_color = [int(cm(c)*255) for c in m.base_color.value]
135                         self.base_color_data += "\\x{:02X}\\x{:02X}\\x{:02X}\\xFF".format(*base_color)
136                 self.base_color_data += "\\x00\\x00\\x00\\x00"*(self.size[0]*self.size[1]-count)
137
138         def get_material_uv(self, material):
139                 index = self.material_names.index(material.name)
140                 x = index%self.size[0]
141                 y = index//self.size[0]
142                 return ((x+0.5)/self.size[0], (y+0.5)/self.size[1])
143
144 def create_material_map(context, material):
145         if not material.material_map:
146                 raise Exception("Material is not part of a material map")
147
148         shader = material.shader
149         materials = []
150         for m in context.blend_data.materials:
151                 if m.material_map and m.shader==shader:
152                         materials.append(m)
153
154         mat_map = MaterialMap(materials)
155
156         return mat_map