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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 11:07:44 +00:00

Initial MP3 Material Support

This commit is contained in:
Jack Andersen
2015-09-18 15:38:40 -10:00
parent e6668ec0d3
commit 84531b676f
19 changed files with 830 additions and 140 deletions

View File

@@ -1,13 +1,13 @@
"Defines a node group for all game shaders to provide individual outputs to"
"Defines node groups implementing shader components found in Retro games"
import bpy
# UV modifier nodes:
# UV animation nodes:
# http://www.metroid2002.com/retromodding/wiki/Materials_(Metroid_Prime)#UV_Animations
# 0 - Modelview Inverse (zero translation)
def make_uvm0():
new_grp = bpy.data.node_groups.new('RWKUVMode0Node', 'ShaderNodeTree')
def make_uva0():
new_grp = bpy.data.node_groups.new('RetroUVMode0Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
@@ -31,8 +31,8 @@ def make_uvm0():
new_grp.links.new(v_flip.outputs[0], grp_out.inputs[0])
# 1 - Modelview Inverse
def make_uvm1():
new_grp = bpy.data.node_groups.new('RWKUVMode1Node', 'ShaderNodeTree')
def make_uva1():
new_grp = bpy.data.node_groups.new('RetroUVMode1Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
@@ -74,8 +74,8 @@ def make_uvm1():
new_grp.links.new(v_flip.outputs[0], grp_out.inputs[0])
# 2 - UV Scroll
def make_uvm2():
new_grp = bpy.data.node_groups.new('RWKUVMode2Node', 'ShaderNodeTree')
def make_uva2():
new_grp = bpy.data.node_groups.new('RetroUVMode2Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketVector', 'Offset')
new_grp.inputs.new('NodeSocketVector', 'Scale')
@@ -108,8 +108,8 @@ def make_uvm2():
new_grp.links.new(adder2.outputs[0], grp_out.inputs[0])
# 3 - Rotation
def make_uvm3():
new_grp = bpy.data.node_groups.new('RWKUVMode3Node', 'ShaderNodeTree')
def make_uva3():
new_grp = bpy.data.node_groups.new('RetroUVMode3Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'Offset')
new_grp.inputs.new('NodeSocketFloat', 'Scale')
@@ -135,8 +135,8 @@ def make_uvm3():
new_grp.links.new(grp_in.outputs[2], add1.inputs[1])
# 4 - Horizontal Filmstrip Animation
def make_uvm4():
new_grp = bpy.data.node_groups.new('RWKUVMode4Node', 'ShaderNodeTree')
def make_uva4():
new_grp = bpy.data.node_groups.new('RetroUVMode4Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'Scale')
new_grp.inputs.new('NodeSocketFloat', 'NumFrames')
@@ -205,8 +205,8 @@ def make_uvm4():
new_grp.links.new(add1.outputs[0], grp_out.inputs[0])
# 5 - Vertical Filmstrip Animation
def make_uvm5():
new_grp = bpy.data.node_groups.new('RWKUVMode5Node', 'ShaderNodeTree')
def make_uva5():
new_grp = bpy.data.node_groups.new('RetroUVMode5Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'Scale')
new_grp.inputs.new('NodeSocketFloat', 'NumFrames')
@@ -275,8 +275,8 @@ def make_uvm5():
new_grp.links.new(add1.outputs[0], grp_out.inputs[0])
# 6 - Model Matrix
def make_uvm6():
new_grp = bpy.data.node_groups.new('RWKUVMode6Node', 'ShaderNodeTree')
def make_uva6():
new_grp = bpy.data.node_groups.new('RetroUVMode6Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
@@ -304,8 +304,8 @@ def make_uvm6():
new_grp.links.new(adder1.outputs[0], grp_out.inputs[0])
# 7 - Mode Who Must Not Be Named
def make_uvm7():
new_grp = bpy.data.node_groups.new('RWKUVMode7Node', 'ShaderNodeTree')
def make_uva7():
new_grp = bpy.data.node_groups.new('RetroUVMode7Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'ParamA')
new_grp.inputs.new('NodeSocketFloat', 'ParamB')
@@ -402,18 +402,402 @@ def make_uvm7():
new_grp.links.new(mult5.outputs[0], add2.inputs[1])
new_grp.links.new(add2.outputs[0], grp_out.inputs[0])
UV_MODIFIER_GROUPS = [
make_uvm0,
make_uvm1,
make_uvm2,
make_uvm3,
make_uvm4,
make_uvm5,
make_uvm6,
make_uvm7
]
UV_ANIMATION_GROUPS = (
make_uva0,
make_uva1,
make_uva2,
make_uva3,
make_uva4,
make_uva5,
make_uva6,
make_uva7
)
# MP3 / DKCR Material Passes:
# http://www.metroid2002.com/retromodding/wiki/Materials_(Metroid_Prime_3)
# Lightmap
def make_pass_diff():
new_grp = bpy.data.node_groups.new('RetroPassDIFF', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Multiply1
mult1 = new_grp.nodes.new('ShaderNodeMixRGB')
mult1.blend_type = 'MULTIPLY'
mult1.inputs[0].default_value = 1.0
mult1.location = (-600, 0)
# Links
new_grp.links.new(grp_in.outputs[0], mult1.inputs[1])
new_grp.links.new(grp_in.outputs[1], mult1.inputs[2])
new_grp.links.new(mult1.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Rim Lighting Map
def make_pass_riml():
new_grp = bpy.data.node_groups.new('RetroPassRIML', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Bloom Lightmap
def make_pass_blol():
new_grp = bpy.data.node_groups.new('RetroPassBLOL', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Bloom Diffuse Map
def make_pass_blod():
new_grp = bpy.data.node_groups.new('RetroPassBLOD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Diffuse Map
def make_pass_clr():
new_grp = bpy.data.node_groups.new('RetroPassCLR', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[2], grp_out.inputs[0])
grp_out.inputs[1].default_value = 1.0
# Opacity Map
def make_pass_tran():
new_grp = bpy.data.node_groups.new('RetroPassTRAN', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[2], grp_out.inputs[1])
# Opacity Map Inverted
def make_pass_tran_inv():
new_grp = bpy.data.node_groups.new('RetroPassTRANInv', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Subtract
sub1 = new_grp.nodes.new('ShaderNodeMath')
sub1.operation = 'SUBTRACT'
sub1.inputs[0].default_value = 1.0
sub1.location = (-400, 0)
# Links
new_grp.links.new(grp_in.outputs[0], sub1.inputs[1])
new_grp.links.new(sub1.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[2], grp_out.inputs[1])
# Incandescence Map
def make_pass_inca():
new_grp = bpy.data.node_groups.new('RetroPassINCA', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Reflectivity Map
def make_pass_rflv():
new_grp = bpy.data.node_groups.new('RetroPassRFLV', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Reflection Map
def make_pass_rfld():
new_grp = bpy.data.node_groups.new('RetroPassRFLD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Unk1
def make_pass_lrld():
new_grp = bpy.data.node_groups.new('RetroPassLRLD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Unk2
def make_pass_lurd():
new_grp = bpy.data.node_groups.new('RetroPassLURD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Bloom Incandescence Map
def make_pass_bloi():
new_grp = bpy.data.node_groups.new('RetroPassBLOI', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# X-ray Reflection Map
def make_pass_xray():
new_grp = bpy.data.node_groups.new('RetroPassXRAY', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Unused
def make_pass_toon():
new_grp = bpy.data.node_groups.new('RetroPassTOON', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
MP3_PASS_GROUPS = (
make_pass_diff,
make_pass_riml,
make_pass_blol,
make_pass_blod,
make_pass_clr,
make_pass_tran,
make_pass_tran_inv,
make_pass_inca,
make_pass_rflv,
make_pass_rfld,
make_pass_lrld,
make_pass_lurd,
make_pass_bloi,
make_pass_xray,
make_pass_toon
)
def make_master_shader_library():
for uvm in UV_MODIFIER_GROUPS:
uvm()
for uva in UV_ANIMATION_GROUPS:
uva()
for aPass in MP3_PASS_GROUPS:
aPass()