Fix broken behavior in case of texcoords mapping (we do need texcoords node in all cases, then, even for UV coords...). Use nodes by default when generating new write-allowed wrapper around a material. Do not try to find nodes in existing tree all the time, do it only once, even for lazy-initialized nodes (through accessors). Fix ugly spacing in property accessors (since it looks like some people do not like a single 'block' with both getters, setters and prop definition, at least use one sep line everywhere (and two sep lines to separate properties)...
765 lines
26 KiB
Python
765 lines
26 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from mathutils import Color, Vector
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__all__ = (
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"PrincipledBSDFWrapper",
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)
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def _set_check(func):
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from functools import wraps
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@wraps(func)
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def wrapper(self, *args, **kwargs):
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if self.is_readonly:
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assert(not "Trying to set value to read-only shader!")
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return
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return func(self, *args, **kwargs)
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return wrapper
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def rgb_to_rgba(rgb):
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return list(rgb) + [1.0]
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def rgba_to_rgb(rgba):
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return Color((rgba[0], rgba[1], rgba[2]))
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class ShaderWrapper():
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"""
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Base class with minimal common ground for all types of shader interfaces we may want/need to implement.
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"""
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# The two mandatory nodes any children class should support.
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NODES_LIST = (
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"node_out",
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"_node_texcoords",
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)
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__slots__ = (
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"is_readonly",
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"material",
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"_textures",
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"_grid_locations",
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*NODES_LIST,
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)
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_col_size = 300
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_row_size = 300
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def _grid_to_location(self, x, y, dst_node=None, ref_node=None):
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if ref_node is not None: # x and y are relative to this node location.
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nx = round(ref_node.location.x / self._col_size)
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ny = round(ref_node.location.y / self._row_size)
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x += nx
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y += ny
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loc = None
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while True:
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loc = (x * self._col_size, y * self._row_size)
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if loc not in self._grid_locations:
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break
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loc = (x * self._col_size, (y - 1) * self._row_size)
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if loc not in self._grid_locations:
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break
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loc = (x * self._col_size, (y - 2) * self._row_size)
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if loc not in self._grid_locations:
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break
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x -= 1
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self._grid_locations.add(loc)
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if dst_node is not None:
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dst_node.location = loc
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dst_node.width = min(dst_node.width, self._col_size - 20)
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return loc
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def __init__(self, material, is_readonly=True, use_nodes=True):
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self.is_readonly = is_readonly
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self.material = material
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self.use_nodes = use_nodes
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self.update()
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def update(self): # Should be re-implemented by children classes...
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for node in self.NODES_LIST:
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setattr(self, node, None)
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self._textures = {}
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self._grid_locations = set()
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def use_nodes_get(self):
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return self.material.use_nodes
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@_set_check
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def use_nodes_set(self, val):
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self.material.use_nodes = val
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self.update()
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use_nodes = property(use_nodes_get, use_nodes_set)
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def node_texcoords_get(self):
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if not self.use_nodes:
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return None
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if self._node_texcoords is ...:
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# Running only once, trying to find a valid texcoords node.
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for n in self.material.node_tree.nodes:
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if n.bl_idname == 'ShaderNodeTexCoord':
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self._node_texcoords = n
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self._grid_to_location(0, 0, ref_node=n)
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break
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if self._node_texcoords is ...:
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self._node_texcoords = None
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if self._node_texcoords is None and not self.is_readonly:
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tree = self.material.node_tree
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nodes = tree.nodes
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links = tree.links
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node_texcoords = nodes.new(type='ShaderNodeTexCoord')
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node_texcoords.label = "Texture Coords"
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self._grid_to_location(-5, 1, dst_node=node_texcoords)
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self._node_texcoords = node_texcoords
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return self._node_texcoords
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node_texcoords = property(node_texcoords_get)
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class PrincipledBSDFWrapper(ShaderWrapper):
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"""
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Hard coded shader setup, based in Principled BSDF.
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Should cover most common cases on import, and gives a basic nodal shaders support for export.
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Supports basic: diffuse/spec/reflect/transparency/normal, with texturing.
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"""
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NODES_LIST = (
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"node_out",
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"node_principled_bsdf",
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"_node_normalmap",
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"_node_texcoords",
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)
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__slots__ = (
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"is_readonly",
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"material",
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*NODES_LIST,
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)
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NODES_LIST = ShaderWrapper.NODES_LIST + NODES_LIST
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def __init__(self, material, is_readonly=True, use_nodes=True):
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super(PrincipledBSDFWrapper, self).__init__(material, is_readonly, use_nodes)
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def update(self):
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super(PrincipledBSDFWrapper, self).update()
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if not self.use_nodes:
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return
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tree = self.material.node_tree
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nodes = tree.nodes
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links = tree.links
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# --------------------------------------------------------------------
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# Main output and shader.
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node_out = None
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node_principled = None
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for n in nodes:
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if n.bl_idname == 'ShaderNodeOutputMaterial' and n.inputs[0].is_linked:
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node_out = n
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node_principled = n.inputs[0].links[0].from_node
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elif n.bl_idname == 'ShaderNodeBsdfPrincipled' and n.outputs[0].is_linked:
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node_principled = n
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for lnk in n.outputs[0].links:
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node_out = lnk.to_node
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if node_out.bl_idname == 'ShaderNodeOutputMaterial':
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break
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if (
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node_out is not None and node_principled is not None and
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node_out.bl_idname == 'ShaderNodeOutputMaterial' and
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node_principled.bl_idname == 'ShaderNodeBsdfPrincipled'
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):
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break
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node_out = node_principled = None # Could not find a valid pair, let's try again
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if node_out is not None:
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self._grid_to_location(0, 0, ref_node=node_out)
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elif not self.is_readonly:
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node_out = nodes.new(type='ShaderNodeOutputMaterial')
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node_out.label = "Material Out"
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node_out.target = 'ALL'
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self._grid_to_location(1, 1, dst_node=node_out)
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self.node_out = node_out
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if node_principled is not None:
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self._grid_to_location(0, 0, ref_node=node_principled)
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elif not self.is_readonly:
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node_principled = nodes.new(type='ShaderNodeBsdfPrincipled')
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node_principled.label = "Principled BSDF"
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self._grid_to_location(0, 1, dst_node=node_principled)
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# Link
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links.new(node_principled.outputs["BSDF"], self.node_out.inputs["Surface"])
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self.node_principled_bsdf = node_principled
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# --------------------------------------------------------------------
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# Normal Map, lazy initialization...
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self._node_normalmap = ...
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# --------------------------------------------------------------------
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# Tex Coords, lazy initialization...
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self._node_texcoords = ...
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def node_normalmap_get(self):
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if not self.use_nodes:
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return None
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if self.node_principled_bsdf is not None:
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node_principled = self.node_principled_bsdf
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if self._node_normalmap is ...:
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# Running only once, trying to find a valid normalmap node.
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if node_principled.inputs["Normal"].is_linked:
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node_normalmap = node_principled.inputs["Normal"].links[0].from_node
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if node_normalmap.bl_idname == 'ShaderNodeNormalMap':
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self._node_normalmap = node_normalmap
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self._grid_to_location(0, 0, ref_node=node_normalmap)
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if self._node_normalmap is ...:
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self._node_normalmap = None
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if self._node_normalmap is None and not self.is_readonly:
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tree = self.material.node_tree
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nodes = tree.nodes
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links = tree.links
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node_normalmap = nodes.new(type='ShaderNodeNormalMap')
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node_normalmap.label = "Normal/Map"
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self._grid_to_location(-1, -2, dst_node=node_normalmap, ref_node=node_principled)
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# Link
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links.new(node_normalmap.outputs["Normal"], node_principled.inputs["Normal"])
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return self._node_normalmap
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node_normalmap = property(node_normalmap_get)
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# --------------------------------------------------------------------
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# Base Color.
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def base_color_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return self.material.diffuse_color
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return rgba_to_rgb(self.node_principled_bsdf.inputs["Base Color"].default_value)
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@_set_check
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def base_color_set(self, color):
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self.material.diffuse_color = color
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if self.use_nodes and self.node_principled_bsdf is not None:
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self.node_principled_bsdf.inputs["Base Color"].default_value = rgb_to_rgba(color)
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base_color = property(base_color_get, base_color_set)
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def base_color_texture_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return None
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return ShaderImageTextureWrapper(
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self, self.node_principled_bsdf,
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self.node_principled_bsdf.inputs["Base Color"],
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grid_row_diff=1,
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)
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base_color_texture = property(base_color_texture_get)
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# --------------------------------------------------------------------
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# Specular.
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def specular_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return self.material.specular_intensity
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return self.node_principled_bsdf.inputs["Specular"].default_value
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@_set_check
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def specular_set(self, value):
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self.material.specular_intensity = value
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if self.use_nodes and self.node_principled_bsdf is not None:
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self.node_principled_bsdf.inputs["Specular"].default_value = value
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specular = property(specular_get, specular_set)
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def specular_tint_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return 0.0
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return rgba_to_rgb(self.node_principled_bsdf.inputs["Specular Tint"].default_value)
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@_set_check
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def specular_tint_set(self, value):
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if self.use_nodes and self.node_principled_bsdf is not None:
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self.node_principled_bsdf.inputs["Specular Tint"].default_value = rgb_to_rgba(value)
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specular_tint = property(specular_tint_get, specular_tint_set)
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# Will only be used as gray-scale one...
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def specular_texture_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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print("NO NODES!")
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return None
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return ShaderImageTextureWrapper(
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self, self.node_principled_bsdf,
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self.node_principled_bsdf.inputs["Specular"],
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grid_row_diff=0,
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)
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specular_texture = property(specular_texture_get)
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# --------------------------------------------------------------------
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# Roughness (also sort of inverse of specular hardness...).
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def roughness_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return self.material.roughness
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return self.node_principled_bsdf.inputs["Roughness"].default_value
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@_set_check
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def roughness_set(self, value):
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self.material.roughness = value
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if self.use_nodes and self.node_principled_bsdf is not None:
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self.node_principled_bsdf.inputs["Roughness"].default_value = value
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roughness = property(roughness_get, roughness_set)
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# Will only be used as gray-scale one...
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def roughness_texture_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return None
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return ShaderImageTextureWrapper(
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self, self.node_principled_bsdf,
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self.node_principled_bsdf.inputs["Roughness"],
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grid_row_diff=0,
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)
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roughness_texture = property(roughness_texture_get)
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# --------------------------------------------------------------------
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# Metallic (a.k.a reflection, mirror).
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def metallic_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return self.material.metallic
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return self.node_principled_bsdf.inputs["Metallic"].default_value
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@_set_check
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def metallic_set(self, value):
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self.material.metallic = value
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if self.use_nodes and self.node_principled_bsdf is not None:
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self.node_principled_bsdf.inputs["Metallic"].default_value = value
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metallic = property(metallic_get, metallic_set)
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# Will only be used as gray-scale one...
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def metallic_texture_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return None
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return ShaderImageTextureWrapper(
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self, self.node_principled_bsdf,
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self.node_principled_bsdf.inputs["Metallic"],
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grid_row_diff=0,
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)
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metallic_texture = property(metallic_texture_get)
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# --------------------------------------------------------------------
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# Transparency settings.
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def ior_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return 1.0
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return self.node_principled_bsdf.inputs["IOR"].default_value
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@_set_check
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def ior_set(self, value):
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if self.use_nodes and self.node_principled_bsdf is not None:
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self.node_principled_bsdf.inputs["IOR"].default_value = value
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ior = property(ior_get, ior_set)
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# Will only be used as gray-scale one...
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def ior_texture_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return None
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return ShaderImageTextureWrapper(
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self, self.node_principled_bsdf,
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self.node_principled_bsdf.inputs["IOR"],
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grid_row_diff=-1,
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)
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ior_texture = property(ior_texture_get)
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def transmission_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return 0.0
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return self.node_principled_bsdf.inputs["Transmission"].default_value
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@_set_check
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def transmission_set(self, value):
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if self.use_nodes and self.node_principled_bsdf is not None:
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self.node_principled_bsdf.inputs["Transmission"].default_value = value
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transmission = property(transmission_get, transmission_set)
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# Will only be used as gray-scale one...
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def transmission_texture_get(self):
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if not self.use_nodes or self.node_principled_bsdf is None:
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return None
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return ShaderImageTextureWrapper(
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self, self.node_principled_bsdf,
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self.node_principled_bsdf.inputs["Transmission"],
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grid_row_diff=-1,
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)
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transmission_texture = property(transmission_texture_get)
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# TODO: Do we need more complex handling for alpha (allowing masking and such)?
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# Would need extra mixing nodes onto Base Color maybe, or even its own shading chain...
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# --------------------------------------------------------------------
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# Normal map.
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def normalmap_strength_get(self):
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if not self.use_nodes or self.node_normalmap is None:
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return 0.0
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return self.node_normalmap.inputs["Strength"].default_value
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@_set_check
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def normalmap_strength_set(self, value):
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if self.use_nodes and self.node_normalmap is not None:
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self.node_normalmap.inputs["Strength"].default_value = value
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normalmap_strength = property(normalmap_strength_get, normalmap_strength_set)
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def normalmap_texture_get(self):
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if not self.use_nodes or self.node_normalmap is None:
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return None
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return ShaderImageTextureWrapper(
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self, self.node_normalmap,
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self.node_normalmap.inputs["Color"],
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grid_row_diff=-2,
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)
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normalmap_texture = property(normalmap_texture_get)
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class ShaderImageTextureWrapper():
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"""
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Generic 'image texture'-like wrapper, handling image node, some mapping (texture coordinates transformations),
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and texture coordinates source.
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"""
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# Note: this class assumes we are using nodes, otherwise it should never be used...
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NODES_LIST = (
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"node_dst",
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"socket_dst",
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"_node_image",
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"_node_mapping",
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)
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__slots__ = (
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"owner_shader",
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"is_readonly",
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"grid_row_diff",
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"use_alpha",
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*NODES_LIST,
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)
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def __new__(cls, owner_shader: ShaderWrapper, node_dst, socket_dst, *args, **kwargs):
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instance = owner_shader._textures.get((node_dst, socket_dst), None)
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if instance is not None:
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return instance
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instance = super(ShaderImageTextureWrapper, cls).__new__(cls)
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owner_shader._textures[(node_dst, socket_dst)] = instance
|
|
return instance
|
|
|
|
def __init__(self, owner_shader: ShaderWrapper, node_dst, socket_dst, grid_row_diff=0, use_alpha=False):
|
|
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._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 == 'ShaderNodeTexImage':
|
|
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
|
|
self.use_min = tex.use_min
|
|
self.use_max = tex.use_max
|
|
self.min = tex.min
|
|
self.max = tex.max
|
|
|
|
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
|
|
|
|
@_set_check
|
|
def image_set(self, image):
|
|
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 'FLAT'
|
|
|
|
@_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'
|
|
|
|
@_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):
|
|
return self.node_mapping.translation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
|
|
|
|
@_set_check
|
|
def translation_set(self, translation):
|
|
self.node_mapping.translation = translation
|
|
|
|
translation = property(translation_get, translation_set)
|
|
|
|
|
|
def rotation_get(self):
|
|
return self.node_mapping.rotation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
|
|
|
|
@_set_check
|
|
def rotation_set(self, rotation):
|
|
self.node_mapping.rotation = rotation
|
|
|
|
rotation = property(rotation_get, rotation_set)
|
|
|
|
|
|
def scale_get(self):
|
|
return self.node_mapping.scale if self.node_mapping is not None else Vector((1.0, 1.0, 1.0))
|
|
|
|
@_set_check
|
|
def scale_set(self, scale):
|
|
self.node_mapping.scale = scale
|
|
|
|
scale = property(scale_get, scale_set)
|
|
|
|
|
|
def use_min_get(self):
|
|
return self.node_mapping.use_min if self_mapping.node is not None else False
|
|
|
|
@_set_check
|
|
def use_min_set(self, use_min):
|
|
self.node_mapping.use_min = use_min
|
|
|
|
use_min = property(use_min_get, use_min_set)
|
|
|
|
|
|
def use_max_get(self):
|
|
return self.node_mapping.use_max if self_mapping.node is not None else False
|
|
|
|
@_set_check
|
|
def use_max_set(self, use_max):
|
|
self.node_mapping.use_max = use_max
|
|
|
|
use_max = property(use_max_get, use_max_set)
|
|
|
|
|
|
def min_get(self):
|
|
return self.node_mapping.min if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
|
|
|
|
@_set_check
|
|
def min_set(self, min):
|
|
self.node_mapping.min = min
|
|
|
|
min = property(min_get, min_set)
|
|
|
|
|
|
def max_get(self):
|
|
return self.node_mapping.max if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
|
|
|
|
@_set_check
|
|
def max_set(self, max):
|
|
self.node_mapping.max = max
|
|
|
|
max = property(max_get, max_set)
|