]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/material.py
Make texture channel handling in the Blender exporter more flexible
[libs/gl.git] / blender / io_mspgl / material.py
index e8a9089adb3ffed538856da4fc3772403a7b018e..b30a2ef5d90fef6e7ec1aa1337d6fa5002661136 100644 (file)
 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)
+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:
+               from_node, _ = func(group.node_tree, from_node)
+               if from_node and from_node.type=='GROUP_INPUT':
+                       return get_linked_node_and_socket(node_tree, group.inputs[0])
+       return (None, None)
+
+def check_invert_green(node_tree, node):
+       if node.type=='GROUP':
+               return check_group(node_tree, node, check_invert_green)
+       elif node.type!='COMBRGB':
+               return (None, None)
+
+       from .util import get_linked_node_and_socket
+
+       green, _ = get_linked_node_and_socket(node_tree, node.inputs["G"])
+       if not green or green.type!='MATH' or green.operation!='SUBTRACT':
+               return (None, None)
+       green, _ = get_linked_node_and_socket(node_tree, green.inputs[1])
+
+       red, _ = get_linked_node_and_socket(node_tree, node.inputs["R"])
+       blue, _ = get_linked_node_and_socket(node_tree, node.inputs["B"])
+       if not red or red.type!='SEPRGB' or blue!=red or green!=red:
+               return (None, None)
+
+       return get_linked_node_and_socket(node_tree, red.inputs["Image"])
+
+def check_additive_blend(node_tree, node):
+       if node.type=='GROUP':
+               return check_group(node_tree, node, check_additive_blend)
+       elif node.type=='ADD_SHADER':
+               from .util import get_linked_node_and_socket
+
+               shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[0])
+               shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
+               if shader1.type=='BSDF_TRANSPARENT':
+                       return get_linked_node_and_socket(node_tree, node.inputs[1])
+               elif shader2.type=='BSDF_TRANSPARENT':
+                       return get_linked_node_and_socket(node_tree, node.inputs[0])
+
+       return (None, None)
+
+def get_unlit_inputs(node_tree, node, additive):
+       from .util import get_linked_node_and_socket
+
+       if node.type=='GROUP':
+               return check_group(node_tree, node, get_unlit_inputs)
+       elif node.type=='MIX_SHADER' and not additive:
+               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':
+               color_input = node.inputs["Color"]
+               if additive:
+                       color_from, _ = get_linked_node_and_socket(node_tree, color_input)
+                       if color_from.type=='MIX_RGB' and color_from.blend_type=='MIX':
+                               mix_factor_input = color_from.inputs["Fac"]
+                               mix_factor_from, _ = get_linked_node_and_socket(node_tree, mix_factor_input)
+                               mix_color_input = color_from.inputs["Color2"]
+                               mix_color_from, _ = get_linked_node_and_socket(node_tree, mix_color_input)
+                               if mix_factor_from==mix_color_from:
+                                       return (mix_color_input, mix_factor_input)
+               return (color_input, None)
        return (None, None)
 
 class MaterialProperty:
-       def __init__(self, value):
+       def __init__(self, keyword, tex_keyword, value):
+               self.keyword = keyword
+               self.tex_keyword = tex_keyword
                self.value = value
                self.texture = None
-               self.tex_usage = None
+               self.tex_channels = None
 
        def set_from_input(self, node_tree, input_socket, alpha_socket=None):
-               if type(self.value)==tuple:
-                       if alpha_socket:
-                               self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
-                       else:
-                               self.value = input_socket.default_value[:len(self.value)]
-               elif self.value is not None:
-                       self.value = input_socket.default_value
-
-               from_node, _ = get_linked_node_and_socket(node_tree, input_socket)
-               alpha_from = None
-               if from_node:
-                       if from_node.type=='NORMAL_MAP':
-                               from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
-
-                       if alpha_socket:
-                               alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
-                               if alpha_from and alpha_from!=from_node:
-                                       raise Exception("Separate textures for color and alpha are not supported")
-
-                       if from_node.type=='TEX_IMAGE':
-                               self.texture = from_node
-                               if alpha_from:
-                                       self.tex_usage = 'RGBA'
-                               elif type(self.value)==tuple:
-                                       self.tex_usage = 'RGB'
+               if self.keyword:
+                       if type(self.value)==tuple:
+                               if alpha_socket:
+                                       self.value = input_socket.default_value[:len(self.value)-1]+(alpha_socket.default_value,)
                                else:
-                                       self.tex_usage = 'GRAY'
+                                       self.value = input_socket.default_value[:len(self.value)]
                        else:
-                               raise Exception("Unsupported property input node type "+from_node.type)
+                               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:
+                               channels = None
+                               if from_node.type=='NORMAL_MAP':
+                                       from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
+                                       invert, _ = check_invert_green(node_tree, from_node)
+                                       channels = ['R', 'G', 'B']
+                                       if invert:
+                                               from_node = invert
+                                               channels[1] = '~G';
+                               elif from_node.type=='RGBTOBW':
+                                       from_node, _ = get_linked_node_and_socket(node_tree, from_node.inputs["Color"])
+                                       channels = ['Y']
+
+                               if alpha_socket:
+                                       alpha_from, _ = get_linked_node_and_socket(node_tree, alpha_socket)
+                                       if alpha_from and alpha_from!=from_node:
+                                               raise Exception("Separate textures for color and alpha are not supported")
+
+                               if from_node.type=='TEX_IMAGE':
+                                       self.texture = from_node
+                                       if channels:
+                                               self.tex_channels = channels
+                                       elif alpha_from:
+                                               self.tex_channels = ['R', 'G', 'B', 'A']
+                                       elif type(self.value)==tuple:
+                                               self.tex_channels = ['R', 'G', 'B']
+                                       else:
+                                               self.tex_channels = ['Y']
+                               else:
+                                       raise Exception("Unsupported property input node type "+from_node.type)
 
 class Material:
        def __init__(self, material):
                self.name = material.name
-               self.properties = {}
+               self.type = None
+               self.properties = []
 
                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.blend_type = 'ALPHA' if material.blend_method=='BLEND' else 'NONE'
+               self.image_based_lighting = material.image_based_lighting
 
                if self.render_mode=='EXTERNAL' and not self.technique:
-                       raise Exception("Missing technique with external rendering mode")
-               elif self.render_mode=='CUSTOM' and not self.shader:
-                       raise Exception("Missing shader with custom rendering mode")
-
-               out_node = None
-               for n in material.node_tree.nodes:
-                       if n.type=='OUTPUT_MATERIAL':
-                               out_node = n
-                               break
+                       raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
+               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 material output node found")
+                       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:
-                       raise Exception("Material has no surface node")
-               elif surface_node.type!='BSDF_PRINCIPLED':
-                       raise Exception("Unsupported surface node type "+surface_node.type)
-
-               base_color = self.properties["base_color"] = MaterialProperty((0.8, 0.8, 0.8, 1.0))
-               metalness = self.properties["metalness"] = MaterialProperty(0.0)
-               roughness = self.properties["roughness"] = MaterialProperty(0.5)
-               normal = self.properties["normal"] = MaterialProperty(None)
-               emission = self.properties["emission"] = MaterialProperty((0.0, 0.0, 0.0))
-
-               base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
-               metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
-               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"])
+                       if self.render_mode=='BUILTIN':
+                               raise Exception("Invalid configuration on material {}: Empty material with builtin rendering".format(self.name))
+                       return
+
+               additive_node, _ = check_additive_blend(material.node_tree, surface_node)
+               if additive_node:
+                       self.blend_type = 'ADDITIVE'
+                       surface_node = additive_node
+
+               if surface_node.type=='BSDF_PRINCIPLED':
+                       self.type = "pbr"
+
+                       base_color = self.create_property("base_color", (0.8, 0.8, 0.8, 1.0))
+                       metalness = self.create_property("metalness", 0.0)
+                       roughness = self.create_property("roughness", 0.5)
+                       normal = self.create_property("normal_map")
+                       emission = self.create_property("emission", (0.0, 0.0, 0.0))
+
+                       base_color.set_from_input(material.node_tree, surface_node.inputs["Base Color"], surface_node.inputs["Alpha"])
+                       metalness.set_from_input(material.node_tree, surface_node.inputs["Metallic"])
+                       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' or surface_node.type=='MIX_SHADER':
+                       color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node, self.blend_type=='ADDITIVE')
+                       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, color_input, alpha_input)
+                       if self.blend_type=='ADDITIVE' and alpha_input:
+                               self.blend_type = 'ADDITIVE_ALPHA'
+               else:
+                       raise Exception("Unsupported surface node type {} on material {}".format(surface_node.type, self.name))
 
                sampler_settings = None
-               for p in self.properties.values():
+               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:
-                                       raise Exception("Conflicting sampler settings in material textures")
+                                       raise Exception("Material {} has conflicting texture sampler settings".format(self.name))
+
+       def create_property(self, *args):
+               prop = None
+               if len(args)==1:
+                       prop = MaterialProperty(None, args[0], None)
+               elif len(args)==2:
+                       prop = MaterialProperty(args[0], args[0]+"_map", args[1])
+               else:
+                       prop = MaterialProperty(*args)
+               self.properties.append(prop)
+               return prop
 
 
-class MaterialMap:
+class MaterialAtlas:
        def __init__(self, materials):
                self.render_mode = materials[0].render_mode
                if self.render_mode=='EXTERNAL':
-                       raise Exception("Material map with external render mode does not make sense")
+                       raise Exception("Material atlas with external render mode does not make sense")
 
-               self.shader = materials[0].shader
-               if self.shader:
-                       self.name = "material_map_"+os.path.splitext(self.shader)[0]
+               if self.render_mode=='CUSTOM':
+                       self.render_methods = materials[0].render_methods
                else:
-                       self.name = "material_map"
+                       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 MaterialMap constructor")
-                       if self.render_mode=='CUSTOM' and m.shader!=self.shader:
-                               raise Exception("Conflicting shaders in MaterialMap constructor")
+                               raise Exception("Conflicting render modes in MaterialAtlas constructor")
+                       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
@@ -130,7 +267,7 @@ class MaterialMap:
                self.base_color_data = ""
                for m in map(Material, self.materials):
                        if any(p.texture for p in m.properties):
-                               raise Exception("Texturing is incompatible with material map")
+                               raise Exception("Texturing is incompatible with material atlas")
                        base_color = [int(cm(c)*255) for c in m.base_color.value]
                        self.base_color_data += "\\x{:02X}\\x{:02X}\\x{:02X}\\xFF".format(*base_color)
                self.base_color_data += "\\x00\\x00\\x00\\x00"*(self.size[0]*self.size[1]-count)
@@ -141,16 +278,14 @@ class MaterialMap:
                y = index//self.size[0]
                return ((x+0.5)/self.size[0], (y+0.5)/self.size[1])
 
-def create_material_map(context, material):
-       if not material.material_map:
-               raise Exception("Material is not part of a material map")
+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_map and m.shader==shader:
+               if m.material_atlas and compute_render_method_hash(m)==method_hash:
                        materials.append(m)
 
-       mat_map = MaterialMap(materials)
-
-       return mat_map
+       return MaterialAtlas(materials)