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node_shader_utils.py
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import bpy
from bpy_extras import node_shader_utils
from mathutils import Vector
class XPSShaderWrapper(node_shader_utils.ShaderWrapper):
"""
Hard coded shader setup, based in XPS Shader.
Should cover most common cases on import, and gives a basic nodal shaders support for export.
"""
NODES_LIST = (
"node_out",
"node_principled_bsdf",
"_node_normalmap",
"_node_texcoords",
)
__slots__ = (
"is_readonly",
"material",
*NODES_LIST,
)
NODES_LIST = node_shader_utils.ShaderWrapper.NODES_LIST + NODES_LIST
def __init__(self, material, is_readonly=True, use_nodes=True):
super(XPSShaderWrapper, self).__init__(material, is_readonly, use_nodes)
def update(self):
super(XPSShaderWrapper, self).update()
if not self.use_nodes:
return
tree = self.material.node_tree
nodes = tree.nodes
links = tree.links
# --------------------------------------------------------------------
# Main output and shader.
node_out = None
node_principled = None
for n in nodes:
# print("loop:",n.name)
if n.bl_idname == 'ShaderNodeOutputMaterial' and n.inputs[0].is_linked:
# print("output found:")
node_out = n
node_principled = n.inputs[0].links[0].from_node
elif n.bl_idname == 'ShaderNodeGroup' and n.node_tree.name == 'XPS Shader' and n.outputs[0].is_linked:
# print("xps shader found")
node_principled = n
for lnk in n.outputs[0].links:
node_out = lnk.to_node
if node_out.bl_idname == 'ShaderNodeOutputMaterial':
break
if (
node_out is not None and node_principled is not None
and node_out.bl_idname == 'ShaderNodeOutputMaterial'
and node_principled.bl_idname == 'ShaderNodeGroup'
and node_principled.node_tree.name == 'XPS Shader'
):
break
node_out = node_principled = None # Could not find a valid pair, let's try again
if node_out is not None:
self._grid_to_location(0, 0, ref_node=node_out)
elif not self.is_readonly:
node_out = nodes.new(type='ShaderNodeOutputMaterial')
node_out.label = "Material Out"
node_out.target = 'ALL'
self._grid_to_location(1, 1, dst_node=node_out)
self.node_out = node_out
if node_principled is not None:
self._grid_to_location(0, 0, ref_node=node_principled)
elif not self.is_readonly:
node_principled = nodes.new(type='XPS Shader')
node_principled.label = "Principled BSDF"
self._grid_to_location(0, 1, dst_node=node_principled)
# Link
links.new(node_principled.outputs["BSDF"], self.node_out.inputs["Surface"])
self.node_principled_bsdf = node_principled
# --------------------------------------------------------------------
# Normal Map, lazy initialization...
self._node_normalmap = ...
# --------------------------------------------------------------------
# Tex Coords, lazy initialization...
self._node_texcoords = ...
# --------------------------------------------------------------------
# Get Image wrapper.
def node_texture_get(self, inputName):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
return node_shader_utils.ShaderImageTextureWrapper(
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs[inputName],
grid_row_diff=1,
)
# --------------------------------------------------------------------
# Get Environment wrapper.
def node_environment_get(self, inputName):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
return ShaderEnvironmentTextureWrapper(
self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs[inputName],
grid_row_diff=1,
)
# --------------------------------------------------------------------
# Diffuse Texture.
def diffuse_texture_get(self):
return self.node_texture_get("Diffuse")
diffuse_texture = property(diffuse_texture_get)
# --------------------------------------------------------------------
# Light Map.
def lightmap_texture_get(self):
return self.node_texture_get("Lightmap")
lightmap_texture = property(lightmap_texture_get)
# --------------------------------------------------------------------
# Specular.
def specular_texture_get(self):
return self.node_texture_get("Specular")
specular_texture = property(specular_texture_get)
# --------------------------------------------------------------------
# Emission texture.
def emission_texture_get(self):
return self.node_texture_get("Emission")
emission_texture = property(emission_texture_get)
# --------------------------------------------------------------------
# Normal map.
def normalmap_texture_get(self):
return self.node_texture_get("Bump Map")
normalmap_texture = property(normalmap_texture_get)
# --------------------------------------------------------------------
# Normal Mask.
def normal_mask_texture_get(self):
return self.node_texture_get("Bump Mask")
normal_mask_texture = property(normal_mask_texture_get)
# --------------------------------------------------------------------
# Micro Bump 1.
def microbump1_texture_get(self):
return self.node_texture_get("MicroBump 1")
microbump1_texture = property(microbump1_texture_get)
# --------------------------------------------------------------------
# Micro Bump 2.
def microbump2_texture_get(self):
return self.node_texture_get("MicroBump 2")
microbump2_texture = property(microbump2_texture_get)
# --------------------------------------------------------------------
# Environment
def environment_texture_get(self):
return self.node_environment_get("Environment")
environment_texture = property(environment_texture_get)
class ShaderEnvironmentTextureWrapper():
"""
Generic 'environment texture'-like wrapper, handling image node
"""
# Note: this class assumes we are using nodes, otherwise it should never be used...
NODES_LIST = (
"node_dst",
"socket_dst",
"_node_image",
"_node_mapping",
)
__slots__ = (
"owner_shader",
"is_readonly",
"grid_row_diff",
"use_alpha",
"colorspace_is_data",
"colorspace_name",
*NODES_LIST,
)
def __new__(cls, owner_shader: node_shader_utils.ShaderWrapper, node_dst, socket_dst, *_args, **_kwargs):
instance = owner_shader._textures.get((node_dst, socket_dst), None)
if instance is not None:
return instance
instance = super(ShaderEnvironmentTextureWrapper, cls).__new__(cls)
owner_shader._textures[(node_dst, socket_dst)] = instance
return instance
def __init__(self, owner_shader: node_shader_utils.ShaderWrapper, node_dst, socket_dst, grid_row_diff=0,
use_alpha=False, colorspace_is_data=..., colorspace_name=...):
self.owner_shader = owner_shader
self.is_readonly = owner_shader.is_readonly
self.node_dst = node_dst
self.socket_dst = socket_dst
self.grid_row_diff = grid_row_diff
self.use_alpha = use_alpha
self.colorspace_is_data = colorspace_is_data
self.colorspace_name = colorspace_name
self._node_image = ...
self._node_mapping = ...
# tree = node_dst.id_data
# nodes = tree.nodes
# links = tree.links
if socket_dst.is_linked:
from_node = socket_dst.links[0].from_node
if from_node.bl_idname == 'ShaderNodeTexEnvironment':
self._node_image = from_node
if self.node_image is not None:
socket_dst = self.node_image.inputs["Vector"]
if socket_dst.is_linked:
from_node = socket_dst.links[0].from_node
if from_node.bl_idname == 'ShaderNodeMapping':
self._node_mapping = from_node
def copy_from(self, tex):
# Avoid generating any node in source texture.
is_readonly_back = tex.is_readonly
tex.is_readonly = True
if tex.node_image is not None:
self.image = tex.image
self.projection = tex.projection
self.texcoords = tex.texcoords
self.copy_mapping_from(tex)
tex.is_readonly = is_readonly_back
def copy_mapping_from(self, tex):
# Avoid generating any node in source texture.
is_readonly_back = tex.is_readonly
tex.is_readonly = True
if tex.node_mapping is None: # Used to actually remove mapping node.
if self.has_mapping_node():
# We assume node_image can never be None in that case...
# Find potential existing link into image's Vector input.
socket_dst = socket_src = None
if self.node_mapping.inputs["Vector"].is_linked:
socket_dst = self.node_image.inputs["Vector"]
socket_src = self.node_mapping.inputs["Vector"].links[0].from_socket
tree = self.owner_shader.material.node_tree
tree.nodes.remove(self.node_mapping)
self._node_mapping = None
# If previously existing, re-link texcoords -> image
if socket_src is not None:
tree.links.new(socket_src, socket_dst)
elif self.node_mapping is not None:
self.translation = tex.translation
self.rotation = tex.rotation
self.scale = tex.scale
tex.is_readonly = is_readonly_back
# --------------------------------------------------------------------
# Image.
def node_image_get(self):
if self._node_image is ...:
# Running only once, trying to find a valid image node.
if self.socket_dst.is_linked:
node_image = self.socket_dst.links[0].from_node
if node_image.bl_idname == 'ShaderNodeTexImage':
self._node_image = node_image
self.owner_shader._grid_to_location(0, 0, ref_node=node_image)
if self._node_image is ...:
self._node_image = None
if self._node_image is None and not self.is_readonly:
tree = self.owner_shader.material.node_tree
node_image = tree.nodes.new(type='ShaderNodeTexImage')
self.owner_shader._grid_to_location(-1, 0 + self.grid_row_diff, dst_node=node_image, ref_node=self.node_dst)
tree.links.new(node_image.outputs["Alpha" if self.use_alpha else "Color"], self.socket_dst)
self._node_image = node_image
return self._node_image
node_image = property(node_image_get)
def image_get(self):
return self.node_image.image if self.node_image is not None else None
@node_shader_utils._set_check
def image_set(self, image):
if self.colorspace_is_data is not ...:
if image.colorspace_settings.is_data != self.colorspace_is_data and image.users >= 1:
image = image.copy()
image.colorspace_settings.is_data = self.colorspace_is_data
if self.colorspace_name is not ...:
if image.colorspace_settings.is_data != self.colorspace_is_data and image.users >= 1:
image = image.copy()
image.colorspace_settings.name = self.colorspace_name
self.node_image.image = image
image = property(image_get, image_set)
def projection_get(self):
return self.node_image.projection if self.node_image is not None else 'EQUIRECTANGULAR'
@node_shader_utils._set_check
def projection_set(self, projection):
self.node_image.projection = projection
projection = property(projection_get, projection_set)
def texcoords_get(self):
if self.node_image is not None:
socket = (self.node_mapping if self.has_mapping_node() else self.node_image).inputs["Vector"]
if socket.is_linked:
return socket.links[0].from_socket.name
return 'UV'
@node_shader_utils._set_check
def texcoords_set(self, texcoords):
# Image texture node already defaults to UVs, no extra node needed.
# ONLY in case we do not have any texcoords mapping!!!
if texcoords == 'UV' and not self.has_mapping_node():
return
tree = self.node_image.id_data
links = tree.links
node_dst = self.node_mapping if self.has_mapping_node() else self.node_image
socket_src = self.owner_shader.node_texcoords.outputs[texcoords]
links.new(socket_src, node_dst.inputs["Vector"])
texcoords = property(texcoords_get, texcoords_set)
# --------------------------------------------------------------------
# Mapping.
def has_mapping_node(self):
return self._node_mapping not in {None, ...}
def node_mapping_get(self):
if self._node_mapping is ...:
# Running only once, trying to find a valid mapping node.
if self.node_image is None:
return None
if self.node_image.inputs["Vector"].is_linked:
node_mapping = self.node_image.inputs["Vector"].links[0].from_node
if node_mapping.bl_idname == 'ShaderNodeMapping':
self._node_mapping = node_mapping
self.owner_shader._grid_to_location(0, 0 + self.grid_row_diff, ref_node=node_mapping)
if self._node_mapping is ...:
self._node_mapping = None
if self._node_mapping is None and not self.is_readonly:
# Find potential existing link into image's Vector input.
socket_dst = self.node_image.inputs["Vector"]
# If not already existing, we need to create texcoords -> mapping link (from UV).
socket_src = (
socket_dst.links[0].from_socket if socket_dst.is_linked
else self.owner_shader.node_texcoords.outputs['UV']
)
tree = self.owner_shader.material.node_tree
node_mapping = tree.nodes.new(type='ShaderNodeMapping')
node_mapping.vector_type = 'TEXTURE'
self.owner_shader._grid_to_location(-1, 0, dst_node=node_mapping, ref_node=self.node_image)
# Link mapping -> image node.
tree.links.new(node_mapping.outputs["Vector"], socket_dst)
# Link texcoords -> mapping.
tree.links.new(socket_src, node_mapping.inputs["Vector"])
self._node_mapping = node_mapping
return self._node_mapping
node_mapping = property(node_mapping_get)
def translation_get(self):
if self.node_mapping is None:
return Vector((0.0, 0.0, 0.0))
return self.node_mapping.inputs['Location'].default_value
@node_shader_utils._set_check
def translation_set(self, translation):
self.node_mapping.inputs['Location'].default_value = translation
translation = property(translation_get, translation_set)
def rotation_get(self):
if self.node_mapping is None:
return Vector((0.0, 0.0, 0.0))
return self.node_mapping.inputs['Rotation'].default_value
@node_shader_utils._set_check
def rotation_set(self, rotation):
self.node_mapping.inputs['Rotation'].default_value = rotation
rotation = property(rotation_get, rotation_set)
def scale_get(self):
if self.node_mapping is None:
return Vector((1.0, 1.0, 1.0))
return self.node_mapping.inputs['Scale'].default_value
@node_shader_utils._set_check
def scale_set(self, scale):
self.node_mapping.inputs['Scale'].default_value = scale
scale = property(scale_get, scale_set)