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node_setup.py
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import bpy
import os
class MaterialNodes:
shader: bpy.types.ShaderNodeBsdfPrincipled
texel0: bpy.types.ShaderNodeTexImage
texel1: bpy.types.ShaderNodeTexImage
uv0: bpy.types.ShaderNodeGroup
uv1: bpy.types.ShaderNodeGroup
alpha: bpy.types.ShaderNodeMath
def create_uv_group():
group = bpy.data.node_groups.get("SOUVGroup")
if group == None:
group = bpy.data.node_groups.new("SOUVGroup", "ShaderNodeTree")
def add_node(name, type, x, y):
n = group.nodes.get(name)
if n == None:
n = group.nodes.new(type)
n.name = name
n.label = name
n.location = x, y
return n
def add_input(type, name):
n = group.inputs.get(name)
if n == None:
n = group.inputs.new(type, name)
return n
def add_output(type, name):
n = group.outputs.get(name)
if n == None:
n = group.outputs.new(type, name)
return n
inputs = add_node("Input", "NodeGroupInput", -500, 0)
outputs = add_node("Output", "NodeGroupOutput", 750, 0)
add_input("NodeSocketFloat", "StateX")
add_input("NodeSocketFloat", "StateY")
shf = add_input("NodeSocketFloat", "ShiftX")
shf = add_input("NodeSocketFloat", "ShiftY")
add_output("NodeSocketVector", "Normal")
uvmap = add_node("UVMap", "ShaderNodeUVMap", -500, -100)
sepa = add_node("UVSeparator", "ShaderNodeSeparateXYZ", -300, 0)
group.links.new(uvmap.outputs[0], sepa.inputs[0])
mirx = add_node("UVMirrorX", "ShaderNodeMath", -100, 300)
mirx.operation = "PINGPONG"
mirx.inputs[1].default_value = 1
group.links.new(sepa.outputs[0], mirx.inputs[0])
miry = add_node("UVMirrorY", "ShaderNodeMath", -100, 150)
miry.operation = "PINGPONG"
miry.inputs[1].default_value = 1
group.links.new(sepa.outputs[1], miry.inputs[0])
clmx = add_node("UVClampX", "ShaderNodeClamp", -100, 0)
clmx.clamp_type = "MINMAX"
clmx.inputs["Min"].default_value = 0
clmx.inputs["Max"].default_value = 1
group.links.new(sepa.outputs[0], clmx.inputs[0])
clmy = add_node("UVClampY", "ShaderNodeClamp", -100, -150)
clmy.clamp_type = "MINMAX"
clmy.inputs["Min"].default_value = 0
clmy.inputs["Max"].default_value = 1
group.links.new(sepa.outputs[1], clmy.inputs[0])
mapmirx = add_node("UVMapMirrorX", "ShaderNodeMapRange", 75, 300)
mapmirx.inputs["From Min"].default_value = 0
mapmirx.inputs["From Max"].default_value = 1
group.links.new(inputs.outputs[0], mapmirx.inputs[0])
group.links.new(sepa.outputs[0], mapmirx.inputs["To Min"])
group.links.new(mirx.outputs[0], mapmirx.inputs["To Max"])
mapmiry = add_node("UVMapMirrorY", "ShaderNodeMapRange", 75, 0)
mapmiry.inputs["From Min"].default_value = 0
mapmiry.inputs["From Max"].default_value = 1
group.links.new(inputs.outputs[1], mapmiry.inputs[0])
group.links.new(sepa.outputs[1], mapmiry.inputs["To Min"])
group.links.new(miry.outputs[0], mapmiry.inputs["To Max"])
mapclmx = add_node("UVMapClampX", "ShaderNodeMapRange", 225, 300)
mapclmx.inputs["From Min"].default_value = 1
mapclmx.inputs["From Max"].default_value = 2
group.links.new(inputs.outputs[0], mapclmx.inputs[0])
group.links.new(mapmirx.outputs[0], mapclmx.inputs["To Min"])
group.links.new(clmx.outputs[0], mapclmx.inputs["To Max"])
mapclmy = add_node("UVMapClampY", "ShaderNodeMapRange", 225, 0)
mapclmy.inputs["From Min"].default_value = 1
mapclmy.inputs["From Max"].default_value = 2
group.links.new(inputs.outputs[1], mapclmy.inputs[0])
group.links.new(mapmiry.outputs[0], mapclmy.inputs["To Min"])
group.links.new(clmy.outputs[0], mapclmy.inputs["To Max"])
shfx = add_node("UVShiftX", "ShaderNodeMath", 400, 150)
shfx.operation = "MULTIPLY"
group.links.new(mapclmx.outputs[0], shfx.inputs[1])
group.links.new(inputs.outputs[2], shfx.inputs[0])
shfy = add_node("UVShiftY", "ShaderNodeMath", 400, 0)
shfy.operation = "MULTIPLY"
group.links.new(mapclmy.outputs[0], shfy.inputs[1])
group.links.new(inputs.outputs[3], shfy.inputs[0])
combiner = add_node("UVCombiner", "ShaderNodeCombineXYZ", 575, 0)
group.links.new(shfx.outputs[0], combiner.inputs[0])
group.links.new(shfy.outputs[0], combiner.inputs[1])
group.links.new(combiner.outputs[0], outputs.inputs[0])
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
def sodata_alpha(node:bpy.types.ShaderNode, so_data):
node.inputs[0].default_value = so_data.alpha / 255
def sodata_multi_alpha(node:bpy.types.ShaderNode, so_data):
node.inputs[0].default_value = so_data.multi_alpha / 255
def sodata_pixelated(node:bpy.types.ShaderNode, so_data):
if so_data.pixelated:
node.interpolation = "Closest"
else:
node.interpolation = "Linear"
def sodata_shift(node:bpy.types.ShaderNode, so_data):
node.node_tree = bpy.data.node_groups['SOUVGroup']
def value(val):
if val == -3:
return 8
if val == -2:
return 4
if val == -1:
return 2
if val == 0:
return 1
if val == 1:
return 0.5
if val == 2:
return 0.25
if val == 3:
return 0.125
if node.name == "UV0":
node.inputs[2].default_value = value(so_data.shift_x_0)
node.inputs[3].default_value = value(so_data.shift_y_0)
else:
node.inputs[2].default_value = value(so_data.shift_x_1)
node.inputs[3].default_value = value(so_data.shift_y_1)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
def ensure_setup_and_get_nodes(material: bpy.types.Material):
node_tree = material.node_tree
node_tree.nodes.clear()
so_data = material.ocarina
# ensure vertex colors data exists
for mesh in bpy.data.meshes:
mesh: bpy.types.Mesh
if material in mesh.materials.values():
if mesh.vertex_colors.active is None:
mesh.vertex_colors.new(do_init=False)
for object in bpy.data.objects:
object: bpy.types.Object
if object.type == "MESH" and material in (
material_slot.material for material_slot in object.material_slots.values()
):
if object.data.vertex_colors.active is None:
object.data.vertex_colors.new(do_init=False)
create_uv_group()
other_output_nodes = [
node
for node in node_tree.nodes
if node.bl_idname == "ShaderNodeOutputMaterial"
]
for other_output_node in other_output_nodes:
node_tree.nodes.remove(other_output_node)
def init_func_input0_1(node:bpy.types.ShaderNode, so_data):
node.inputs[0].default_value = 1
def init_ramp(node:bpy.types.ShaderNodeValToRGB, so_data):
elements = node.color_ramp.elements
while len(elements) < 4:
elements.new(0.5)
elements[0].color = 0, 0, 0, 0
elements[0].position = 0.0
elements[1].color = 0.5, 0.5, 0.5, 0.5
elements[1].position = 0.35
elements[2].color = 0.75, 0.75, 0.75, 0.75
elements[2].position = 0.6
elements[3].color = 1, 1, 1, 1
elements[3].position = 0.8
data = {
"SOOutput": ( 300, 0, "ShaderNodeOutputMaterial", None),
"SOShader": ( 50, 0, "ShaderNodeBsdfPrincipled", None),
"SOTexel0": (-500, 0, "ShaderNodeTexImage", sodata_pixelated),
"SOTexel1": (-500, -200, "ShaderNodeTexImage", sodata_pixelated),
"UV0": (-650, 0, "ShaderNodeGroup", sodata_shift),
"UV1": (-650, -200, "ShaderNodeGroup", sodata_shift),
"SOVtxCol": (-400, -405, "ShaderNodeVertexColor", None),
"SOTexColMixer": (-250, 0, "ShaderNodeMixRGB", sodata_multi_alpha),
"SOTexAlpMixer": (-250, -175, "ShaderNodeMixRGB", sodata_multi_alpha),
"SOVtxColMixer": (-100, 0, "ShaderNodeMixRGB", init_func_input0_1),
"SOVtxAlpMixer": (-100, -175, "ShaderNodeMixRGB", init_func_input0_1),
"SOAlpAlpMixer": (-100, -350, "ShaderNodeMath", sodata_alpha),
"SOAlphaAdjust": (-200, -510, "ShaderNodeValToRGB", init_ramp),
}
nodes = {}
for name, (x, y, node_type, init_func) in data.items():
nodes[name] = node_tree.nodes.get(name)
if nodes[name] == None:
nodes[name] = node_tree.nodes.new(node_type)
nodes[name].name = name
nodes[name].label = name
if init_func != None:
init_func(nodes[name], so_data)
nodes[name].location = x + 200, y
node_tree.links.new(nodes["UV0"].outputs[0], nodes["SOTexel0"].inputs[0])
node_tree.links.new(nodes["UV1"].outputs[0], nodes["SOTexel1"].inputs[0])
node_tree.links.new(nodes["SOTexel0"].outputs[0], nodes["SOTexColMixer"].inputs[1])
node_tree.links.new(nodes["SOTexel1"].outputs[0], nodes["SOTexColMixer"].inputs[2])
node_tree.links.new(nodes["SOTexel0"].outputs[1], nodes["SOTexAlpMixer"].inputs[1])
node_tree.links.new(nodes["SOTexel1"].outputs[1], nodes["SOTexAlpMixer"].inputs[2])
node_tree.links.new(nodes["SOVtxCol"].outputs[0], nodes["SOVtxColMixer"].inputs[2])
node_tree.links.new(nodes["SOTexColMixer"].outputs[0], nodes["SOVtxColMixer"].inputs[1])
node_tree.links.new(nodes["SOVtxCol"].outputs[1], nodes["SOVtxAlpMixer"].inputs[2])
node_tree.links.new(nodes["SOTexAlpMixer"].outputs[0], nodes["SOVtxAlpMixer"].inputs[1])
nodes["SOVtxColMixer"].inputs[0].default_value = 1
nodes["SOVtxAlpMixer"].inputs[0].default_value = 1
nodes["SOVtxColMixer"].blend_type = "MULTIPLY"
nodes["SOVtxAlpMixer"].blend_type = "MULTIPLY"
node_tree.links.new(nodes["SOVtxAlpMixer"].outputs[0], nodes["SOAlpAlpMixer"].inputs[1])
nodes["SOAlpAlpMixer"].operation = "MULTIPLY"
node_tree.links.new(nodes["SOAlpAlpMixer"].outputs[0], nodes["SOAlphaAdjust"].inputs[0])
node_tree.links.new(nodes["SOVtxColMixer"].outputs[0], nodes["SOShader"].inputs[0])
node_tree.links.new(nodes["SOAlphaAdjust"].outputs[1], nodes["SOShader"].inputs[21])
nodes["SOShader"].inputs[7].default_value = 0
node_tree.links.new(nodes["SOShader"].outputs[0], nodes["SOOutput"].inputs[0])
material.preview_render_type = "SPHERE"
material.preview_render_type = "FLAT"
material.use_backface_culling = material.ocarina.culling
# return nodes
n = MaterialNodes()
n.shader = nodes["SOShader"]
n.texel0 = nodes["SOTexel0"]
n.texel1 = nodes["SOTexel1"]
n.uv0 = nodes["UV0"]
n.uv1 = nodes["UV1"]
return n
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
def set_simple_material(mat: bpy.types.Material):
data = mat.ocarina
nodes = ensure_setup_and_get_nodes(mat)
set_simple_material_image(mat, nodes, data)
set_simple_material_uv_repeats(nodes, data)
def set_simple_material_image(mat:bpy.types.Material, nodes:MaterialNodes, data):
nodes.texel0.image = data.texture_0
nodes.texel1.image = data.texture_1
if data.texture_0 is None or mat.ocarina.is_mesh == False:
mat.node_tree.links.remove(nodes.shader.inputs["Base Color"].links[0])
nodes.shader.inputs["Base Color"].default_value = 1, 0, 0, 1
mat.node_tree.links.remove(nodes.shader.inputs["Alpha"].links[0])
nodes.shader.inputs["Alpha"].default_value = 1
elif mat.name.startswith("Material"):
new_name:str = data.texture_0.name
new_name = new_name.replace("#", "\0")
mat.name = new_name.removesuffix(".png")
def set_simple_material_uv_repeats(nodes:MaterialNodes, data):
values = {
"WRAP": 0,
"MIRROR": 1,
"CLAMP": 2,
}
nodes.uv0.inputs[0].default_value = values[data.repeat_x_0]
nodes.uv0.inputs[1].default_value = values[data.repeat_y_0]
nodes.uv1.inputs[0].default_value = values[data.repeat_x_1]
nodes.uv1.inputs[1].default_value = values[data.repeat_y_1]
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
def on_material_image_update(self, context):
mat: bpy.types.Material = context.material
set_simple_material(mat)
def on_material_use_transparency_update(self, context):
mat: bpy.types.Material = context.material
data = mat.ocarina
mat.blend_method = data.alpha_method
mat.alpha_threshold = 0.5
def on_material_use_blend_transparency_update(self, context):
on_material_use_transparency_update(self, context)
def on_material_uv_repeat_update(self, context):
mat: bpy.types.Material = context.material
set_simple_material(mat)
def on_material_update_culling(self, context):
mat: bpy.types.Material = context.material
data = mat.ocarina
mat.use_backface_culling = data.culling
def on_material_update_pixelating(self, context):
material: bpy.types.Material = context.material
data = material.ocarina
node_tree = material.node_tree
texel0 = node_tree.nodes.get("SOTexel0")
texel0: bpy.types.ShaderNodeTexImage
sodata_pixelated(texel0, data)
def on_material_disable_mesh(self, context):
material: bpy.types.Material = context.material
data = material.ocarina
nodes = ensure_setup_and_get_nodes(material)
set_simple_material_image(material, nodes, data)
if data.is_mesh:
material.blend_method = data.alpha_method
else:
nodes.shader.inputs["Base Color"].default_value = 0.82, 0.55, 0.35, 1
material.blend_method = "BLEND"
nodes.shader.inputs["Alpha"].default_value = 0.05
def on_material_update_alpha(self, context):
material: bpy.types.Material = context.material
data = material.ocarina
node_tree = material.node_tree
main_alpha_node = node_tree.nodes.get("SOAlpAlpMixer")
sodata_alpha(main_alpha_node, data)
return
def on_material_update_multi_alpha(self, context):
material: bpy.types.Material = context.material
data = material.ocarina
node_tree = material.node_tree
sodata_multi_alpha(node_tree.nodes.get("SOTexColMixer"), data)
sodata_multi_alpha(node_tree.nodes.get("SOTexAlpMixer"), data)
return
def on_material_update_shift(self, context):
material: bpy.types.Material = context.material
data = material.ocarina
node = material.node_tree.nodes.get("UV0")
sodata_shift(node, data)
node = material.node_tree.nodes.get("UV1")
sodata_shift(node, data)
return