forked from blender/blender-addons
Adjust generating node classes and searching of mtlx files #7
@ -5,6 +5,7 @@ import math
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import MaterialX as mx
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import MaterialX as mx
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from .node_parser import NodeParser
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from .node_parser import NodeParser
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from ..utils import get_mx_node_input_types
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from . import log
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from . import log
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@ -227,18 +228,31 @@ class ShaderNodeMixShader(NodeParser):
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shader2 = self.get_input_link(2)
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shader2 = self.get_input_link(2)
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mix = None
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mix = None
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input_types = get_mx_node_input_types('mix', 'PBR')
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if shader1 is None and shader2 is None:
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if shader1 is None and shader2 is None:
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return None
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return None
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if shader2 is None:
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if shader2 is None:
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mix = self.create_node('mix', get_node_type(shader1).lower(), prefix='PBR', inputs={
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shader1_type = get_node_type(shader1)
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if shader1_type not in input_types:
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log.warn(f'Node {self.node.bl_idname} ({self.material.name_full}) ignored. '
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f'Input type must be of types {input_types}, actual: {shader1_type}')
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return shader1
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mix = self.create_node('mix', shader1_type.lower(), prefix='PBR', inputs={
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'fg': shader1,
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'fg': shader1,
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'mix': factor
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'mix': factor
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})
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})
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if shader1 is None:
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if shader1 is None:
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mix = self.create_node('mix', get_node_type(shader2).lower(), prefix='PBR', inputs={
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shader2_type = get_node_type(shader2)
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if shader2_type not in input_types:
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log.warn(f'Node {self.node.bl_idname} ({self.material.name_full}) ignored. '
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f'Input type must be of types {input_types}, actual: {shader2_type}')
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return shader2
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mix = self.create_node('mix', shader2_type.lower(), prefix='PBR', inputs={
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'bg': shader2,
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'bg': shader2,
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'mix': factor
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'mix': factor
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})
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})
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@ -247,10 +261,15 @@ class ShaderNodeMixShader(NodeParser):
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shader1_type = get_node_type(shader1)
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shader1_type = get_node_type(shader1)
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shader2_type = get_node_type(shader2)
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shader2_type = get_node_type(shader2)
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if shader1_type != shader2_type:
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if shader1_type != shader2_type:
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log.warn(f'Types of input shaders must be the same.'
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log.warn(f'Types of input shaders must be the same. '
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f' First shader type: {shader1_type}, second shader type: {shader2_type}')
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f'First shader type: {shader1_type}, second shader type: {shader2_type}')
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return None
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return shader1
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if shader1_type not in input_types:
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log.warn(f'Node {self.node.bl_idname} ({self.material.name_full}) ignored. '
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f'Input type must be of types {input_types}, actual: {shader1_type}, {shader2_type}')
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return shader1
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mix = self.create_node('mix', shader1_type.lower(), prefix='PBR', inputs={
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mix = self.create_node('mix', shader1_type.lower(), prefix='PBR', inputs={
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'fg': shader1,
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'fg': shader1,
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@ -277,17 +296,30 @@ class ShaderNodeAddShader(NodeParser):
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shader2 = self.get_input_link(1)
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shader2 = self.get_input_link(1)
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add = None
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add = None
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input_types = get_mx_node_input_types('add', 'PBR')
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if shader1 is None and shader2 is None:
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if shader1 is None and shader2 is None:
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return None
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return None
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if shader2 is None:
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if shader2 is None:
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add = self.create_node('add', get_node_type(shader1).lower(), prefix='PBR', inputs={
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shader1_type = get_node_type(shader1)
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if shader1_type not in input_types:
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log.warn(f'Node {self.node.bl_idname} ({self.material.name_full}) ignored. '
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f'Input type must be of types {input_types}, actual: {shader1_type}')
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return shader1
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add = self.create_node('add', shader1_type.lower(), prefix='PBR', inputs={
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'in1': shader1
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'in1': shader1
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})
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})
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if shader1 is None:
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if shader1 is None:
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add = self.create_node('add', get_node_type(shader2).lower(), prefix='PBR', inputs={
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shader2_type = get_node_type(shader2)
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if shader2_type not in input_types:
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log.warn(f'Node {self.node.bl_idname} ({self.material.name_full}) ignored. '
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f'Input type must be of types {input_types}, actual: {shader2_type}')
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return shader2
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add = self.create_node('add', shader2_type.lower(), prefix='PBR', inputs={
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'in2': shader2
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'in2': shader2
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})
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})
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@ -295,10 +327,15 @@ class ShaderNodeAddShader(NodeParser):
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shader1_type = get_node_type(shader1)
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shader1_type = get_node_type(shader1)
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shader2_type = get_node_type(shader2)
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shader2_type = get_node_type(shader2)
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if shader1_type != shader2_type:
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if shader1_type != shader2_type:
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log.warn(f'Types of input shaders must be the same.'
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log.warn(f'Types of input shaders must be the same. '
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f' First shader type: {shader1_type}, second shader type: {shader2_type}')
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f'First shader type: {shader1_type}, second shader type: {shader2_type}')
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return None
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return shader1
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if shader1_type not in input_types:
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log.warn(f'Node {self.node.bl_idname} ({self.material.name_full}) ignored. '
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f'Input type must be of types {input_types}, actual: {shader1_type}, {shader2_type}')
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return shader1
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add = self.create_node('add', shader1_type.lower(), prefix='PBR', inputs={
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add = self.create_node('add', shader1_type.lower(), prefix='PBR', inputs={
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'in1': shader1,
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'in1': shader1,
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@ -665,3 +665,19 @@ def get_output_node(material):
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node.inputs['surfaceshader'].links), None)
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node.inputs['surfaceshader'].links), None)
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return mx_output_node
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return mx_output_node
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def get_mx_node_input_types(node_name, prefix=''):
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from .nodes import mx_node_classes
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suffix = f'_{node_name}'
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if prefix:
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suffix = prefix + suffix
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input_types = set()
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classes = tuple(cls for cls in mx_node_classes if cls.__name__.endswith(suffix))
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for cls in classes:
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for nodedef, data_type in cls.get_nodedefs():
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input_types |= {p.getType() for p in nodedef.getActiveInputs()}
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return input_types
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