]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/material.py
Recognize transparent materials in Blender and export them accordingly
[libs/gl.git] / blender / io_mspgl / material.py
index ba5fc3e2c6cb7567b0563b391cf8d4a3c0c21cf2..88e251b8d7d4f9cd4e569a956a82286a332ddfb8 100644 (file)
@@ -1,14 +1,16 @@
 import os
 
-def get_linked_node_and_socket(node_tree, socket):
-       for l in node_tree.links:
-               if socket==l.to_socket:
-                       return (l.from_node, l.from_socket)
-               elif socket==l.from_socket:
-                       return (l.to_node, l.to_socket)
-       return (None, None)
+def compute_render_method_hash(material):
+       descr = ""
+       for m in material.render_methods:
+               if descr:
+                       descr += ","
+               descr += "{}={}".format(m.tag, m.shader)
+       return hash(descr)
 
 def check_group(node_tree, group, func):
+       from .util import get_linked_node_and_socket
+
        output = group.node_tree.nodes["Group Output"]
        from_node, _ = get_linked_node_and_socket(group.node_tree, output.inputs[0])
        if from_node:
@@ -23,6 +25,8 @@ def check_invert_green(node_tree, node):
        elif node.type!='COMBRGB':
                return (None, None)
 
+       from .util import get_linked_node_and_socket
+
        green, g_sock = get_linked_node_and_socket(node_tree, node.inputs["G"])
        if not green or green.type!='MATH' or green.operation!='SUBTRACT':
                return (None, None)
@@ -35,6 +39,25 @@ def check_invert_green(node_tree, node):
 
        return get_linked_node_and_socket(node_tree, red.inputs["Image"])
 
+def get_unlit_inputs(node_tree, node):
+       if node.type=='GROUP':
+               return check_group(node_tree, node, get_unlit_inputs)
+       elif node.type=='MIX_SHADER':
+               from .util import get_linked_node_and_socket
+
+               shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
+               shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[2])
+               if shader1.type=='BSDF_TRANSPARENT' and shader2.type=='EMISSION':
+                       factor_input = node.inputs["Fac"]
+                       factor_from, _ = get_linked_node_and_socket(node_tree, factor_input)
+                       color_input = shader2.inputs["Color"]
+                       color_from, _ = get_linked_node_and_socket(node_tree, color_input)
+                       if factor_from==color_from:
+                               return (color_input, factor_input)
+       elif node.type=='EMISSION':
+               return (node.inputs["Color"], None)
+       return (None, None)
+
 class MaterialProperty:
        def __init__(self, keyword, tex_keyword, value):
                self.keyword = keyword
@@ -55,6 +78,8 @@ class MaterialProperty:
                                self.value = input_socket.default_value
 
                if self.tex_keyword:
+                       from .util import get_linked_node_and_socket
+
                        from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
                        alpha_from = None
                        if from_node:
@@ -95,22 +120,24 @@ class Material:
 
                self.render_mode = material.render_mode
                self.technique = material.technique
-               self.shader = material.shader
+               self.render_methods = material.render_methods[:]
+               self.uniforms = material.uniforms[:]
+               self.receive_shadows = material.receive_shadows
+               self.cast_shadows = (material.shadow_method!='NONE')
+               self.blended = (material.blend_method=='BLEND')
+               self.image_based_lighting = material.image_based_lighting
 
                if self.render_mode=='EXTERNAL' and not self.technique:
                        raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
-               elif self.render_mode=='CUSTOM' and not self.shader:
-                       raise Exception("Invalid configuration on material {}: No shader for custom rendering".format(self.name))
-
-               out_node = None
-               for n in material.node_tree.nodes:
-                       if n.type=='OUTPUT_MATERIAL':
-                               out_node = n
-                               break
+               elif self.render_mode=='CUSTOM' and not self.render_methods:
+                       raise Exception("Invalid configuration on material {}: No render methods for custom rendering".format(self.name))
 
+               out_node = next((n for n in material.node_tree.nodes if n.type=='OUTPUT_MATERIAL'), None)
                if not out_node:
                        raise Exception("No output node found on material {}".format(self.name))
 
+               from .util import get_linked_node_and_socket
+
                surface_node, _ = get_linked_node_and_socket(material.node_tree, out_node.inputs["Surface"])
                if not surface_node:
                        if self.render_mode=='BUILTIN':
@@ -130,19 +157,23 @@ class Material:
                        roughness.set_from_input(material.node_tree, surface_node.inputs["Roughness"])
                        normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
                        emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
-               elif surface_node.type=='EMISSION':
+               elif surface_node.type=='EMISSION' or surface_node.type=='MIX_SHADER':
+                       color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node)
+                       if not color_input:
+                               raise Exception("Unsupported configuration for unlit material {}".format(self.name))
+
                        self.type = "unlit"
 
                        color = self.create_property("color", "texture", (1.0, 1.0, 1.0, 1.0))
 
-                       color.set_from_input(material.node_tree, surface_node.inputs["Color"])
+                       color.set_from_input(material.node_tree, color_input, alpha_input)
                else:
                        raise Exception("Unsupported surface node type {} on material {}".format(surface_node.type, self.name))
 
                sampler_settings = None
                for p in self.properties:
                        if p.texture:
-                               settings = (p.texture.default_filter, p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
+                               settings = (p.texture.interpolation, p.texture.use_mipmap, p.texture.max_anisotropy)
                                if sampler_settings is None:
                                        sampler_settings = settings
                                elif settings!=sampler_settings:
@@ -166,18 +197,27 @@ class MaterialAtlas:
                if self.render_mode=='EXTERNAL':
                        raise Exception("Material atlas with external render mode does not make sense")
 
-               self.shader = materials[0].shader
-               if self.shader:
-                       self.name = "material_atlas_"+os.path.splitext(self.shader)[0]
+               if self.render_mode=='CUSTOM':
+                       self.render_methods = materials[0].render_methods
+               else:
+                       self.render_methods = None
+               if self.render_methods:
+                       self.name = "material_atlas_"+os.path.splitext(self.render_methods[0].shader)[0]
                else:
                        self.name = "material_atlas"
+               self.receive_shadows = materials[0].receive_shadows
+               self.cast_shadows = (materials[0].shadow_method!='NONE')
                self.materials = materials
                self.material_names = [m.name for m in self.materials]
+               self.uniforms = None
+               method_hash = compute_render_method_hash(self)
                for m in self.materials:
                        if m.render_mode!=self.render_mode:
                                raise Exception("Conflicting render modes in MaterialAtlas constructor")
-                       if self.render_mode=='CUSTOM' and m.shader!=self.shader:
+                       if self.render_mode=='CUSTOM' and compute_render_method_hash(m)!=method_hash:
                                raise Exception("Conflicting shaders in MaterialAtlas constructor")
+                       if m.receive_shadows!=self.receive_shadows or m.shadow_method!=materials[0].shadow_method:
+                               raise Exception("Conflicting shadow settings in MaterialAtlas constructor")
 
                count = len(self.materials)
                size = 1
@@ -209,10 +249,10 @@ def create_material_atlas(context, material):
        if not material.material_atlas:
                raise Exception("Material is not part of a material atlas")
 
-       shader = material.shader
+       method_hash = compute_render_method_hash(material)
        materials = []
        for m in context.blend_data.materials:
-               if m.material_atlas and m.shader==shader:
+               if m.material_atlas and compute_render_method_hash(m)==method_hash:
                        materials.append(m)
 
        return MaterialAtlas(materials)