''' HMDL Export Blender Addon By Jack Andersen Traces the 'Blender Internal' shader node structure to generate a HECL combiner string ''' # Trace color node structure def recursive_color_trace(mat_obj, mesh_obj, blend_path, node, socket=None): if node.type == 'OUTPUT': if node.inputs['Color'].is_linked: return recursive_color_trace(mat_obj, mesh_obj, blend_path, node.inputs['Color'].links[0].from_node, node.inputs['Color'].links[0].from_socket) else: return 'vec3(%f, %f, %f)' % (node.inputs['Color'].default_value[0], node.inputs['Color'].default_value[1], node.inputs['Color'].default_value[2]) elif node.type == 'MIX_RGB': if node.inputs[1].is_linked: a_input = recursive_color_trace(mat_obj, mesh_obj, blend_path, node.inputs[1].links[0].from_node, node.inputs[1].links[0].from_socket) else: a_input = 'vec3(%f, %f, %f)' % (node.inputs[1].default_value[0], node.inputs[1].default_value[1], node.inputs[1].default_value[2]) if node.inputs[2].is_linked: b_input = recursive_color_trace(mat_obj, mesh_obj, blend_path, node.inputs[2].links[0].from_node, node.inputs[2].links[0].from_socket) else: b_input = 'vec3(%f, %f, %f)' % (node.inputs[2].default_value[0], node.inputs[2].default_value[1], node.inputs[2].default_value[2]) if node.blend_type == 'MULTIPLY': return '(%s * %s)' % (a_input, b_input) elif node.blend_type == 'ADD': return '(%s + %s)' % (a_input, b_input) else: raise RuntimeError("HMDL does not support shaders with '{0}' blending modes".format(node.blend_type)) elif node.type == 'TEXTURE': if not node.inputs['Vector'].is_linked: raise RuntimeError("HMDL texture nodes must have a 'Geometry', 'Group' UV modifier node linked") # Determine matrix generator type matrix_str = None soc_from = node.inputs['Vector'].links[0].from_socket if soc_from.node.type == 'GROUP': matrix_str = '%s(' % soc_from.node.node_tree.name for s in range(len(soc_from.node.inputs)-1): soc = soc_from.node.inputs[s+1] if len(soc.links): raise RuntimeError("UV Modifier nodes may not have parameter links (default values only)") ncomps = len(soc.default_value) if ncomps > 1: matrix_str += 'vec%d(' % ncomps for c in ncomps-1: matrix_str += '%f, ' % soc.default_value[c] matrix_str += '%f)' % soc.default_value[ncomps-1] else: matrix_str += '%f' % soc.default_value if s == len(soc_from.node.inputs)-2: matrix_str += ')' else: matrix_str += ', ' soc_from = soc_from.node.inputs[0].links[0].from_socket elif soc_from.node.type == 'GEOMETRY': pass else: raise RuntimeError("HMDL texture nodes must have a 'Geometry', 'Group' UV modifier node linked") if soc_from.node.type != 'GEOMETRY': raise RuntimeError("Matrix animator nodes must connect to 'Geometry' node") # Resolve map and matrix index node_label = soc_from.node.label if not matrix_str and node_label.startswith('MTX_'): matrix_str = 'hecl_TexMtx[%d]' % int(node_label[4:]) if soc_from.name == 'UV': uv_name = soc_from.node.uv_layer uv_idx = mesh_obj.data.uv_layers.find(uv_name) uvsource_str = 'hecl_TexCoord[%d]' % uv_idx elif soc_from.name == 'Normal': uvsource_str = 'hecl_TexCoordModelViewNormal' elif soc_from.name == 'View': uvsource_str = 'hecl_TexCoordModelViewPosition' else: raise RuntimeError("Only the 'UV', 'Normal' and 'View' sockets may be used from 'Geometry' nodes") if socket.name == 'Value': if matrix_str: return 'texture("%s:%s", %s, %s).a' % (blend_path, node.texture.name, uvsource_str, matrix_str) else: return 'texture("%s:%s", %s).a' % (blend_path, node.texture.name, uvsource_str) if socket.name == 'Color': if matrix_str: return 'texture("%s:%s", %s, %s)' % (blend_path, node.texture.name, uvsource_str, matrix_str) else: return 'texture("%s:%s", %s)' % (blend_path, node.texture.name, uvsource_str) else: raise RuntimeError("Only the 'Value' or 'Color' output sockets may be used from Texture nodes") elif node.type == 'RGB': if node.label.startswith('DYNAMIC_'): dynamic_index = int(node.label[8:]) return 'hecl_KColor[%d]' % dynamic_index return '%f' % node.outputs['Color'].default_value elif node.type == 'MATERIAL': if mat_obj.use_shadeless: return 'vec3(1.0)' else: return 'hecl_Lighting' else: raise RuntimeError("HMDL is unable to process '{0}' shader nodes in '{1}'".format(node.type, mat_obj.name)) # Trace alpha node structure def recursive_alpha_trace(mat_obj, mesh_obj, blend_path, node, socket=None): if node.type == 'OUTPUT': if node.inputs['Alpha'].is_linked: return recursive_alpha_trace(mat_obj, mesh_obj, blend_path, node.inputs['Alpha'].links[0].from_node, node.inputs['Alpha'].links[0].from_socket) else: return '%f' % node.inputs['Alpha'].default_value elif node.type == 'MATH': if node.inputs[0].is_linked: a_input = recursive_alpha_trace(mat_obj, mesh_obj, blend_path, node.inputs[0].links[0].from_node, node.inputs[0].links[0].from_socket) else: a_input = '%f' % node.inputs[0].default_value if node.inputs[1].is_linked: b_input = recursive_alpha_trace(plat, mat_obj, mesh_obj, tex_list, mtx_dict, node.inputs[1].links[0].from_node, node.inputs[1].links[0].from_socket) else: b_input = '%f' % node.inputs[1].default_value if node.operation == 'MULTIPLY': return '(%s * %s)' % (a_input, b_input) elif node.operation == 'ADD': return '(%s + %s)' % (a_input, b_input) else: raise RuntimeError("HMDL does not support shaders with '{0}' blending modes".format(node.operation)) elif node.type == 'TEXTURE': if not node.inputs['Vector'].is_linked: raise RuntimeError("HMDL texture nodes must have a 'Geometry', 'Group' UV modifier node linked") # Determine matrix generator type matrix_str = None soc_from = node.inputs['Vector'].links[0].from_socket if soc_from.node.type == 'GROUP': matrix_str = '%s(' % soc_from.node.node_tree.name for s in range(len(soc_from.node.inputs)-1): soc = soc_from.node.inputs[s+1] if len(soc.links): raise RuntimeError("UV Modifier nodes may not have parameter links (default values only)") ncomps = len(soc.default_value) if ncomps > 1: matrix_str += 'vec%d(' % ncomps for c in ncomps-1: matrix_str += '%f, ' % soc.default_value[c] matrix_str += '%f)' % soc.default_value[ncomps-1] else: matrix_str += '%f' % soc.default_value if s == len(soc_from.node.inputs)-2: matrix_str += ')' else: matrix_str += ', ' soc_from = soc_from.node.inputs[0].links[0].from_socket elif soc_from.node.type == 'GEOMETRY': pass else: raise RuntimeError("HMDL texture nodes must have a 'Geometry', 'Group' UV modifier node linked") if soc_from.node.type != 'GEOMETRY': raise RuntimeError("Matrix animator nodes must connect to 'Geometry' node") # Resolve map and matrix index node_label = soc_from.node.label if not matrix_str and node_label.startswith('MTX_'): matrix_str = 'hecl_TexMtx[%d]' % int(node_label[4:]) if soc_from.name == 'UV': uv_name = soc_from.node.uv_layer uv_idx = mesh_obj.data.uv_layers.find(uv_name) uvsource_str = 'hecl_TexCoord[%d]' % uv_idx elif soc_from.name == 'Normal': uvsource_str = 'hecl_TexCoordModelViewNormal' elif soc_from.name == 'View': uvsource_str = 'hecl_TexCoordModelViewPosition' else: raise RuntimeError("Only the 'UV', 'Normal' and 'View' sockets may be used from 'Geometry' nodes") if socket.name == 'Value': if matrix_str: return 'texture("%s:%s", %s, %s).a' % (blend_path, node.texture.name, uvsource_str, matrix_str) else: return 'texture("%s:%s", %s).a' % (blend_path, node.texture.name, uvsource_str) else: raise RuntimeError("Only the 'Value' output sockets may be used from Texture nodes") elif node.type == 'VALUE': if node.label.startswith('DYNAMIC_'): dynamic_index = int(node.label[8:]) return 'hecl_KColor[%d].a' % dynamic_index return '%f' % node.outputs['Value'].default_value elif node.type == 'MATERIAL': return '1.0' else: raise RuntimeError("HMDL is unable to process '{0}' shader nodes in '{1}'".format(node.type, mat_obj.name)) def shader(mat_obj, mesh_obj, blend_path): if not mat_obj.use_nodes: raise RuntimeError("HMDL *requires* that shader nodes are used; '{0}' does not".format(mat_obj.name)) if 'Output' not in mat_obj.node_tree.nodes or mat_obj.node_tree.nodes['Output'].type != 'OUTPUT': raise RuntimeError("HMDL *requires* that an OUTPUT shader node named 'Output' is present") # Root (output) node output_node = mat_obj.node_tree.nodes['Output'] # Trace nodes and build result color_trace_result = recursive_color_trace(mat_obj, mesh_obj, blend_path, output_node) alpha_trace_result = recursive_alpha_trace(mat_obj, mesh_obj, blend_path, output_node) blend_src = 'hecl_One' blend_dest = 'hecl_Zero' if mat_obj.game_settings.alpha_blend == 'ALPHA' or mat_obj.game_settings.alpha_blend == 'ALPHA_SORT': blend_src = 'hecl_SrcAlpha' blend_dest = 'hecl_OneMinusSrcAlpha' elif mat_obj.game_settings.alpha_blend == 'ADD': blend_src = 'hecl_SrcAlpha' blend_dest = 'hecl_One' # All done! return '''\ hecl_BlendSrcFactor = %s; hecl_BlendDestFactor = %s; hecl_FragColor[0] = %s; hecl_FragColor[0].a = %s; ''' % (blend_src, blend_dest, color_trace_result, alpha_trace_result) # DEBUG operator import bpy class hecl_shader_operator(bpy.types.Operator): bl_idname = "scene.hecl_shader" bl_label = "DEBUG HECL shader maker" bl_description = "Test shader generation utility" @classmethod def poll(cls, context): return context.object and context.object.type == 'MESH' def execute(self, context): shad = shader(context.object.active_material, context.object, bpy.data.filepath) vs = bpy.data.texts.new('HECL SHADER') vs.write(shad) return {'FINISHED'}