Welcome to mirror list, hosted at ThFree Co, Russian Federation.

cycles_shader_compat.py « io_scene_fbx - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 2f1b9fb2653a082ce185800b0c1116936f2862fe (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

import bpy

__all__ = (
    "CyclesShaderWrapper",
    )


class CyclesShaderWrapper():
    """
    Hard coded shader setup.
    Suitable for importers, adds basic:
    diffuse/spec/alpha/normal/bump/reflect.
    """
    __slots__ = (
        "material",

        "node_out",
        "node_mix_shader_spec",
        "node_mix_shader_alpha",
        "node_mix_shader_refl",

        "node_bsdf_alpha",
        "node_bsdf_diff",
        "node_bsdf_spec",
        "node_bsdf_refl",

        "node_mix_color_alpha",
        "node_mix_color_diff",
        "node_mix_color_spec",
        "node_mix_color_hard",
        "node_mix_color_refl",
        "node_mix_color_bump",

        "node_normalmap",
        
        "node_image_alpha",
        "node_image_diff",
        "node_image_spec",
        "node_image_hard",
        "node_image_refl",
        "node_image_bump",
        "node_image_normalmap",
        )

    _col_size = 200
    _row_size = 220

    def __init__(self, material):

        COLOR_WHITE = 1.0, 1.0, 1.0, 1.0
        COLOR_BLACK = 0.0, 0.0, 0.0, 1.0

        self.material = material
        self.material.use_nodes = True

        tree = self.material.node_tree

        nodes = tree.nodes
        links = tree.links
        nodes.clear()

        # ----
        # Add shaders
        node = nodes.new(type='ShaderNodeOutputMaterial')
        node.label = "Material Out"
        node.location = self._grid_location(6, 4)
        self.node_out = node
        del node

        node = nodes.new(type='ShaderNodeAddShader')
        node.label = "Shader Add Refl"
        node.location = self._grid_location(5, 4)
        self.node_mix_shader_refl = node
        del node
        # Link
        links.new(self.node_mix_shader_refl.outputs["Shader"],
                  self.node_out.inputs["Surface"])

        node = nodes.new(type='ShaderNodeAddShader')
        node.label = "Shader Add Spec"
        node.location = self._grid_location(4, 4)
        self.node_mix_shader_spec = node
        del node
        # Link
        links.new(self.node_mix_shader_spec.outputs["Shader"],
                  self.node_mix_shader_refl.inputs[0])

        # --------------------------------------------------------------------
        # Reflection
        node = nodes.new(type='ShaderNodeBsdfRefraction')
        node.label = "Refl BSDF"
        node.location = self._grid_location(6, 1)
        node.mute = True  # unmute on use
        self.node_bsdf_refl = node
        del node
        # Link
        links.new(self.node_bsdf_refl.outputs["BSDF"],
                  self.node_mix_shader_refl.inputs[1])

        # Mix Refl Color
        node = nodes.new(type='ShaderNodeMixRGB')
        node.label = "Mix Color/Refl"
        node.location = self._grid_location(5, 1)
        node.blend_type = 'MULTIPLY'
        node.inputs["Fac"].default_value = 1.0
        # reverse of most other mix nodes
        node.inputs["Color1"].default_value = COLOR_WHITE  # color
        node.inputs["Color2"].default_value = COLOR_BLACK  # factor
        self.node_mix_color_refl = node
        del node
        # Link
        links.new(self.node_mix_color_refl.outputs["Color"],
                  self.node_bsdf_refl.inputs["Color"])

        # --------------------------------------------------------------------
        # Alpha

        # ----
        # Mix shader
        node = nodes.new(type='ShaderNodeMixShader')
        node.label = "Shader Mix Alpha"
        node.location = self._grid_location(3, 4)
        node.inputs["Fac"].default_value = 1.0  # no alpha by default
        self.node_mix_shader_alpha = node
        del node
        # Link
        links.new(self.node_mix_shader_alpha.outputs["Shader"],
                  self.node_mix_shader_spec.inputs[0])

        # Alpha BSDF
        node = nodes.new(type='ShaderNodeBsdfTransparent')
        node.label = "Alpha BSDF"
        node.location = self._grid_location(2, 4)
        node.mute = True  # unmute on use
        self.node_bsdf_alpha = node
        del node
        # Link
        links.new(self.node_bsdf_alpha.outputs["BSDF"],
                  self.node_mix_shader_alpha.inputs[1])  # first 'Shader'

        # Mix Alpha Color
        node = nodes.new(type='ShaderNodeMixRGB')
        node.label = "Mix Color/Alpha"
        node.location = self._grid_location(1, 5)
        node.blend_type = 'MULTIPLY'
        node.inputs["Fac"].default_value = 1.0
        node.inputs["Color1"].default_value = COLOR_WHITE
        node.inputs["Color2"].default_value = COLOR_WHITE
        self.node_mix_color_alpha = node
        del node
        # Link
        links.new(self.node_mix_color_alpha.outputs["Color"],
                  self.node_mix_shader_alpha.inputs["Fac"])

        # --------------------------------------------------------------------
        # Diffuse

        # Diffuse BSDF
        node = nodes.new(type='ShaderNodeBsdfDiffuse')
        node.label = "Diff BSDF"
        node.location = self._grid_location(2, 3)
        self.node_bsdf_diff = node
        del node
        # Link
        links.new(self.node_bsdf_diff.outputs["BSDF"],
                  self.node_mix_shader_alpha.inputs[2])  # first 'Shader'

        # Mix Diffuse Color
        node = nodes.new(type='ShaderNodeMixRGB')
        node.label = "Mix Color/Diffuse"
        node.location = self._grid_location(1, 3)
        node.blend_type = 'MULTIPLY'
        node.inputs["Fac"].default_value = 1.0
        node.inputs["Color1"].default_value = COLOR_WHITE
        node.inputs["Color2"].default_value = COLOR_WHITE
        self.node_mix_color_diff = node
        del node
        # Link
        links.new(self.node_mix_color_diff.outputs["Color"],
                  self.node_bsdf_diff.inputs["Color"])

        # --------------------------------------------------------------------
        # Specular
        node = nodes.new(type='ShaderNodeBsdfGlossy')
        node.label = "Spec BSDF"
        node.location = self._grid_location(2, 1)
        node.mute = True  # unmute on use
        self.node_bsdf_spec = node
        del node
        # Link (with add shader)
        links.new(self.node_bsdf_spec.outputs["BSDF"],
                  self.node_mix_shader_spec.inputs[1])  # second 'Shader' slot

        node = nodes.new(type='ShaderNodeMixRGB')
        node.label = "Mix Color/Diffuse"
        node.location = self._grid_location(1, 1)
        node.blend_type = 'MULTIPLY'
        node.inputs["Fac"].default_value = 1.0
        node.inputs["Color1"].default_value = COLOR_WHITE
        node.inputs["Color2"].default_value = COLOR_BLACK
        self.node_mix_color_spec = node
        del node
        # Link
        links.new(self.node_mix_color_spec.outputs["Color"],
                  self.node_bsdf_spec.inputs["Color"])

        node = nodes.new(type='ShaderNodeMixRGB')
        node.label = "Mix Color/Hardness"
        node.location = self._grid_location(0, 0)
        node.blend_type = 'MULTIPLY'
        node.inputs["Fac"].default_value = 1.0
        node.inputs["Color1"].default_value = COLOR_WHITE
        node.inputs["Color2"].default_value = COLOR_BLACK
        self.node_mix_color_hard = node
        del node
        # Link
        links.new(self.node_mix_color_hard.outputs["Color"],
                  self.node_bsdf_spec.inputs["Roughness"])

        # --------------------------------------------------------------------
        # Normal Map
        node = nodes.new(type='ShaderNodeNormalMap')
        node.label = "Normal/Map"
        node.location = self._grid_location(1, 2)
        node.mute = True  # unmute on use
        self.node_normalmap = node
        del node

        # Link (with diff shader)
        socket_src = self.node_normalmap.outputs["Normal"]
        links.new(socket_src,
                  self.node_bsdf_diff.inputs["Normal"])
        # Link (with spec shader)
        links.new(socket_src,
                  self.node_bsdf_spec.inputs["Normal"])
        # Link (with refl shader)
        links.new(socket_src,
                  self.node_bsdf_refl.inputs["Normal"])
        del socket_src

        # --------------------------------------------------------------------
        # Bump Map
        # Mix Refl Color
        node = nodes.new(type='ShaderNodeMixRGB')
        node.label = "Bump/Map"
        node.location = self._grid_location(5, 3)
        node.mute = True  # unmute on use
        node.blend_type = 'MULTIPLY'
        node.inputs["Fac"].default_value = 1.0
        # reverse of most other mix nodes
        node.inputs["Color1"].default_value = COLOR_WHITE  # color
        node.inputs["Color2"].default_value = COLOR_BLACK  # factor
        self.node_mix_color_bump = node
        del node
        # Link
        links.new(self.node_mix_color_bump.outputs["Color"],
                  self.node_out.inputs["Displacement"])

    @staticmethod
    def _image_create_helper(image, node_dst, sockets_dst, use_alpha=False):
        tree = node_dst.id_data
        nodes = tree.nodes
        links = tree.links

        node = nodes.new(type='ShaderNodeTexImage')
        node.image = image
        node.location = node_dst.location
        node.location.x -= CyclesShaderWrapper._col_size
        for socket in sockets_dst:
            links.new(node.outputs["Alpha" if use_alpha else "Color"],
                      socket)
        return node

    @staticmethod
    def _grid_location(x, y):
        return (x * CyclesShaderWrapper._col_size,
                y * CyclesShaderWrapper._row_size)

    def diffuse_color_set(self, color):
        self.node_mix_color_diff.inputs["Color1"].default_value[0:3] = color

    def diffuse_image_set(self, image):
        node = self.node_mix_color_diff
        (self.node_image_diff =
         self._image_create_helper(image, node, (node.inputs["Color2"],)))

    def specular_color_set(self, color):
        self.node_bsdf_spec.mute = max(color) <= 0.0
        self.node_mix_color_spec.inputs["Color1"].default_value[0:3] = color

    def specular_image_set(self, image):
        node = self.node_mix_color_spec
        (self.node_image_spec =
         self._image_create_helper(image, node, (node.inputs["Color2"],)))

    def hardness_value_set(self, value):
        node = self.node_mix_color_hard
        node.inputs["Color1"].default_value = (value,) * 4

    def hardness_image_set(self, image):
        node = self.node_mix_color_hard
        (self.node_image_hard =
         self._image_create_helper(image, node, (node.inputs["Color2"],)))

    def reflect_color_set(self, color):
        node = self.node_mix_color_refl
        node.inputs["Color1"].default_value[0:3] = color

    def reflect_factor_set(self, value):
        # XXX, conflicts with image
        self.node_bsdf_refl.mute = value <= 0.0
        node = self.node_mix_color_refl
        node.inputs["Color2"].default_value = (value,) * 4

    def reflect_image_set(self, image):
        self.node_bsdf_refl.mute = False
        node = self.node_mix_color_refl
        (self.node_image_refl =
         self._image_create_helper(image, node, (node.inputs["Color2"],)))

    def alpha_value_set(self, value):
        self.node_bsdf_alpha.mute &= (value >= 1.0)
        node = self.node_mix_color_alpha
        node.inputs["Color1"].default_value = (value,) * 4

    def alpha_image_set(self, image):
        self.node_bsdf_alpha.mute = False
        node = self.node_mix_color_alpha
        # note: use_alpha may need to be configurable
        # its not always the case that alpha channels use the image alpha
        # a greyscale image may also be used.
        (self.node_image_alpha =
         self._image_create_helper(image, node, (node.inputs["Color2"],), use_alpha=True))

    def alpha_image_set_from_diffuse(self):
        # XXX, remove?
        tree = self.node_mix_color_diff.id_data
        links = tree.links

        self.node_bsdf_alpha.mute = False
        node_image = self.node_mix_color_diff.inputs["Color2"].links[0].from_node
        node = self.node_mix_color_alpha
        links.new(node_image.outputs["Alpha"],
                  node.inputs["Color2"])

    def normal_factor_set(self, value):
        node = self.node_normalmap
        node.inputs["Strength"].default_value = value

    def normal_image_set(self, image):
        self.node_normalmap.mute = False
        node = self.node_normalmap
        (self.node_image_normalmap =
         self._image_create_helper(image, node, (node.inputs["Color"],)))
        self.node_image_normalmap.color_space = 'NONE'

    def bump_factor_set(self, value):
        node = self.node_mix_color_bump
        node.mute = (value <= 0.0)
        node.inputs["Color1"].default_value = (value,) * 4

    def bump_image_set(self, image):
        node = self.node_mix_color_bump
        (self.node_image_bump =
         self._image_create_helper(image, node, (node.inputs["Color2"],)))