1056 lines
33 KiB
Python
1056 lines
33 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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""""Nodes based User interface for shaders exported to POV textures."""
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import bpy
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from bpy.utils import register_class, unregister_class
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from bpy.types import Node, CompositorNodeTree, TextureNodeTree
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from bpy.props import (
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StringProperty,
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BoolProperty,
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IntProperty,
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FloatProperty,
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EnumProperty,
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)
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from . import nodes_properties
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# -------- Output
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class PovrayOutputNode(Node, nodes_properties.ObjectNodeTree):
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"""Output"""
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bl_idname = "PovrayOutputNode"
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bl_label = "Output"
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bl_icon = "SHADING_TEXTURE"
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def init(self, context):
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self.inputs.new("PovraySocketTexture", "Texture")
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def draw_buttons(self, context, layout):
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ob = context.object
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layout.prop(ob.pov, "object_ior", slider=True)
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def draw_buttons_ext(self, context, layout):
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ob = context.object
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layout.prop(ob.pov, "object_ior", slider=True)
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def draw_label(self):
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return "Output"
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# -------- Material
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class PovrayTextureNode(Node, nodes_properties.ObjectNodeTree):
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"""Texture"""
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bl_idname = "PovrayTextureNode"
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bl_label = "Simple texture"
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bl_icon = "SHADING_TEXTURE"
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def init(self, context):
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color = self.inputs.new("PovraySocketColor", "Pigment")
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color.default_value = (1, 1, 1)
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normal = self.inputs.new("NodeSocketFloat", "Normal")
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normal.hide_value = True
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finish = self.inputs.new("NodeSocketVector", "Finish")
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finish.hide_value = True
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self.outputs.new("PovraySocketTexture", "Texture")
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def draw_label(self):
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return "Simple texture"
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class PovrayFinishNode(Node, nodes_properties.ObjectNodeTree):
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"""Finish"""
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bl_idname = "PovrayFinishNode"
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bl_label = "Finish"
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bl_icon = "SHADING_TEXTURE"
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def init(self, context):
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self.inputs.new("PovraySocketFloat_0_1", "Emission")
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ambient = self.inputs.new("NodeSocketVector", "Ambient")
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ambient.hide_value = True
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diffuse = self.inputs.new("NodeSocketVector", "Diffuse")
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diffuse.hide_value = True
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specular = self.inputs.new("NodeSocketVector", "Highlight")
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specular.hide_value = True
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mirror = self.inputs.new("NodeSocketVector", "Mirror")
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mirror.hide_value = True
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iridescence = self.inputs.new("NodeSocketVector", "Iridescence")
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iridescence.hide_value = True
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subsurface = self.inputs.new("NodeSocketVector", "Translucency")
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subsurface.hide_value = True
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self.outputs.new("NodeSocketVector", "Finish")
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def draw_label(self):
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return "Finish"
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class PovrayDiffuseNode(Node, nodes_properties.ObjectNodeTree):
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"""Diffuse"""
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bl_idname = "PovrayDiffuseNode"
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bl_label = "Diffuse"
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bl_icon = "MATSPHERE"
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def init(self, context):
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intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
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intensity.default_value = 0.8
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albedo = self.inputs.new("NodeSocketBool", "Albedo")
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albedo.default_value = False
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brilliance = self.inputs.new("PovraySocketFloat_0_10", "Brilliance")
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brilliance.default_value = 1.8
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self.inputs.new("PovraySocketFloat_0_1", "Crand")
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self.outputs.new("NodeSocketVector", "Diffuse")
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def draw_label(self):
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return "Diffuse"
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class PovrayPhongNode(Node, nodes_properties.ObjectNodeTree):
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"""Phong"""
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bl_idname = "PovrayPhongNode"
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bl_label = "Phong"
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bl_icon = "MESH_UVSPHERE"
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def init(self, context):
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albedo = self.inputs.new("NodeSocketBool", "Albedo")
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intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
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intensity.default_value = 0.8
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phong_size = self.inputs.new("PovraySocketInt_0_256", "Size")
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phong_size.default_value = 60
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metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
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self.outputs.new("NodeSocketVector", "Phong")
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def draw_label(self):
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return "Phong"
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class PovraySpecularNode(Node, nodes_properties.ObjectNodeTree):
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"""Specular"""
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bl_idname = "PovraySpecularNode"
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bl_label = "Specular"
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bl_icon = "MESH_UVSPHERE"
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def init(self, context):
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albedo = self.inputs.new("NodeSocketBool", "Albedo")
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intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
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intensity.default_value = 0.8
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roughness = self.inputs.new("PovraySocketFloat_0_1", "Roughness")
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roughness.default_value = 0.02
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metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
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self.outputs.new("NodeSocketVector", "Specular")
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def draw_label(self):
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return "Specular"
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class PovrayMirrorNode(Node, nodes_properties.ObjectNodeTree):
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"""Mirror"""
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bl_idname = "PovrayMirrorNode"
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bl_label = "Mirror"
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bl_icon = "SHADING_TEXTURE"
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def init(self, context):
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color = self.inputs.new("PovraySocketColor", "Color")
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color.default_value = (1, 1, 1)
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metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
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metallic.default_value = 1.0
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exponent = self.inputs.new("PovraySocketFloat_0_1", "Exponent")
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exponent.default_value = 1.0
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self.inputs.new("PovraySocketFloat_0_1", "Falloff")
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self.inputs.new("NodeSocketBool", "Fresnel")
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self.inputs.new("NodeSocketBool", "Conserve energy")
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self.outputs.new("NodeSocketVector", "Mirror")
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def draw_label(self):
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return "Mirror"
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class PovrayAmbientNode(Node, nodes_properties.ObjectNodeTree):
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"""Ambient"""
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bl_idname = "PovrayAmbientNode"
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bl_label = "Ambient"
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bl_icon = "SHADING_SOLID"
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def init(self, context):
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self.inputs.new("PovraySocketColor", "Ambient")
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self.outputs.new("NodeSocketVector", "Ambient")
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def draw_label(self):
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return "Ambient"
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class PovrayIridescenceNode(Node, nodes_properties.ObjectNodeTree):
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"""Iridescence"""
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bl_idname = "PovrayIridescenceNode"
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bl_label = "Iridescence"
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bl_icon = "MESH_UVSPHERE"
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def init(self, context):
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amount = self.inputs.new("NodeSocketFloat", "Amount")
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amount.default_value = 0.25
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thickness = self.inputs.new("NodeSocketFloat", "Thickness")
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thickness.default_value = 1
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self.inputs.new("NodeSocketFloat", "Turbulence")
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self.outputs.new("NodeSocketVector", "Iridescence")
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def draw_label(self):
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return "Iridescence"
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class PovraySubsurfaceNode(Node, nodes_properties.ObjectNodeTree):
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"""Subsurface"""
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bl_idname = "PovraySubsurfaceNode"
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bl_label = "Subsurface"
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bl_icon = "MESH_UVSPHERE"
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def init(self, context):
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translucency = self.inputs.new("NodeSocketColor", "Translucency")
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translucency.default_value = (0, 0, 0, 1)
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energy = self.inputs.new("PovraySocketInt_0_256", "Energy")
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energy.default_value = 20
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self.outputs.new("NodeSocketVector", "Translucency")
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def draw_buttons(self, context, layout):
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scene = context.scene
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layout.prop(scene.pov, "sslt_enable", text="SSLT")
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def draw_buttons_ext(self, context, layout):
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scene = context.scene
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layout.prop(scene.pov, "sslt_enable", text="SSLT")
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def draw_label(self):
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return "Subsurface"
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# ---------------------------------------------------------------- #
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class PovrayMappingNode(Node, nodes_properties.ObjectNodeTree):
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"""Mapping"""
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bl_idname = "PovrayMappingNode"
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bl_label = "Mapping"
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bl_icon = "NODE_TEXTURE"
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warp_type: EnumProperty(
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name="Warp Types",
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description="Select the type of warp",
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items=(
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("cubic", "Cubic", ""),
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("cylindrical", "Cylindrical", ""),
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("planar", "Planar", ""),
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("spherical", "Spherical", ""),
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("toroidal", "Toroidal", ""),
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("uv_mapping", "UV", ""),
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("NONE", "None", "No indentation"),
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),
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default="NONE",
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)
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warp_orientation: EnumProperty(
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name="Warp Orientation",
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description="Select the orientation of warp",
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items=(("x", "X", ""), ("y", "Y", ""), ("z", "Z", "")),
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default="y",
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)
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warp_dist_exp: FloatProperty(
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name="Distance exponent", description="Distance exponent", min=0.0, max=100.0, default=1.0
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)
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warp_tor_major_radius: FloatProperty(
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name="Major radius",
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description="Torus is distance from major radius",
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min=0.0,
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max=5.0,
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default=1.0,
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)
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def init(self, context):
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self.outputs.new("NodeSocketVector", "Mapping")
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def draw_buttons(self, context, layout):
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column = layout.column()
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column.prop(self, "warp_type", text="Warp type")
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if self.warp_type in {"toroidal", "spherical", "cylindrical", "planar"}:
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column.prop(self, "warp_orientation", text="Orientation")
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column.prop(self, "warp_dist_exp", text="Exponent")
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if self.warp_type == "toroidal":
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column.prop(self, "warp_tor_major_radius", text="Major R")
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def draw_buttons_ext(self, context, layout):
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column = layout.column()
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column.prop(self, "warp_type", text="Warp type")
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if self.warp_type in {"toroidal", "spherical", "cylindrical", "planar"}:
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column.prop(self, "warp_orientation", text="Orientation")
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column.prop(self, "warp_dist_exp", text="Exponent")
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if self.warp_type == "toroidal":
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column.prop(self, "warp_tor_major_radius", text="Major R")
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def draw_label(self):
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return "Mapping"
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class PovrayMultiplyNode(Node, nodes_properties.ObjectNodeTree):
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"""Multiply"""
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bl_idname = "PovrayMultiplyNode"
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bl_label = "Multiply"
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bl_icon = "SHADING_SOLID"
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amount_x: FloatProperty(
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name="X", description="Number of repeats", min=1.0, max=10000.0, default=1.0
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)
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amount_y: FloatProperty(
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name="Y", description="Number of repeats", min=1.0, max=10000.0, default=1.0
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)
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amount_z: FloatProperty(
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name="Z", description="Number of repeats", min=1.0, max=10000.0, default=1.0
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)
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def init(self, context):
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self.outputs.new("NodeSocketVector", "Amount")
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def draw_buttons(self, context, layout):
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column = layout.column()
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column.label(text="Amount")
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row = column.row(align=True)
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row.prop(self, "amount_x")
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row.prop(self, "amount_y")
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row.prop(self, "amount_z")
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def draw_buttons_ext(self, context, layout):
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column = layout.column()
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column.label(text="Amount")
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row = column.row(align=True)
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row.prop(self, "amount_x")
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row.prop(self, "amount_y")
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row.prop(self, "amount_z")
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def draw_label(self):
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return "Multiply"
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class PovrayTransformNode(Node, nodes_properties.ObjectNodeTree):
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"""Transform"""
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bl_idname = "PovrayTransformNode"
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bl_label = "Transform"
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bl_icon = "NODE_TEXTURE"
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def init(self, context):
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self.inputs.new("PovraySocketFloatUnlimited", "Translate x")
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self.inputs.new("PovraySocketFloatUnlimited", "Translate y")
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self.inputs.new("PovraySocketFloatUnlimited", "Translate z")
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self.inputs.new("PovraySocketFloatUnlimited", "Rotate x")
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self.inputs.new("PovraySocketFloatUnlimited", "Rotate y")
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self.inputs.new("PovraySocketFloatUnlimited", "Rotate z")
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sX = self.inputs.new("PovraySocketFloatUnlimited", "Scale x")
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sX.default_value = 1.0
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sY = self.inputs.new("PovraySocketFloatUnlimited", "Scale y")
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sY.default_value = 1.0
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sZ = self.inputs.new("PovraySocketFloatUnlimited", "Scale z")
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sZ.default_value = 1.0
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self.outputs.new("NodeSocketVector", "Transform")
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def draw_label(self):
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return "Transform"
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class PovrayValueNode(Node, nodes_properties.ObjectNodeTree):
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"""Value"""
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bl_idname = "PovrayValueNode"
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bl_label = "Value"
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bl_icon = "SHADING_SOLID"
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def init(self, context):
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self.outputs.new("PovraySocketUniversal", "Value")
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def draw_label(self):
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return "Value"
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class PovrayModifierNode(Node, nodes_properties.ObjectNodeTree):
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"""Modifier"""
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bl_idname = "PovrayModifierNode"
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bl_label = "Modifier"
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bl_icon = "NODE_TEXTURE"
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def init(self, context):
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turb_x = self.inputs.new("PovraySocketFloat_0_10", "Turb X")
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turb_x.default_value = 0.1
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turb_y = self.inputs.new("PovraySocketFloat_0_10", "Turb Y")
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turb_y.default_value = 0.1
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turb_z = self.inputs.new("PovraySocketFloat_0_10", "Turb Z")
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turb_z.default_value = 0.1
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octaves = self.inputs.new("PovraySocketInt_1_9", "Octaves")
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octaves.default_value = 1
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lambat = self.inputs.new("PovraySocketFloat_0_10", "Lambda")
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lambat.default_value = 2.0
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omega = self.inputs.new("PovraySocketFloat_0_10", "Omega")
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omega.default_value = 0.5
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freq = self.inputs.new("PovraySocketFloat_0_10", "Frequency")
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freq.default_value = 2.0
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self.inputs.new("PovraySocketFloat_0_10", "Phase")
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self.outputs.new("NodeSocketVector", "Modifier")
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def draw_label(self):
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return "Modifier"
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class PovrayPigmentNode(Node, nodes_properties.ObjectNodeTree):
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"""Pigment"""
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bl_idname = "PovrayPigmentNode"
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bl_label = "Color"
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bl_icon = "SHADING_SOLID"
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def init(self, context):
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color = self.inputs.new("PovraySocketColor", "Color")
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color.default_value = (1, 1, 1)
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pov_filter = self.inputs.new("PovraySocketFloat_0_1", "Filter")
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transmit = self.inputs.new("PovraySocketFloat_0_1", "Transmit")
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self.outputs.new("NodeSocketColor", "Pigment")
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def draw_label(self):
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return "Color"
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class PovrayColorImageNode(Node, nodes_properties.ObjectNodeTree):
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"""ColorImage"""
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bl_idname = "PovrayColorImageNode"
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bl_label = "Image map"
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map_type: bpy.props.EnumProperty(
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name="Map type",
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description="",
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items=(
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("uv_mapping", "UV", ""),
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("0", "Planar", "Default planar mapping"),
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("1", "Spherical", "Spherical mapping"),
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("2", "Cylindrical", "Cylindrical mapping"),
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("5", "Torroidal", "Torus or donut shaped mapping"),
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),
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default="0",
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)
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image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
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interpolate: EnumProperty(
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name="Interpolate",
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description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
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items=(
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("2", "Bilinear", "Gives bilinear interpolation"),
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("4", "Normalized", "Gives normalized distance"),
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),
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default="2",
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)
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premultiplied: BoolProperty(default=False)
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once: BoolProperty(description="Not to repeat", default=False)
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def init(self, context):
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gamma = self.inputs.new("PovraySocketFloat_000001_10", "Gamma")
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gamma.default_value = 2.0
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transmit = self.inputs.new("PovraySocketFloat_0_1", "Transmit")
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pov_filter = self.inputs.new("PovraySocketFloat_0_1", "Filter")
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mapping = self.inputs.new("NodeSocketVector", "Mapping")
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mapping.hide_value = True
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transform = self.inputs.new("NodeSocketVector", "Transform")
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transform.hide_value = True
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modifier = self.inputs.new("NodeSocketVector", "Modifier")
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modifier.hide_value = True
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self.outputs.new("NodeSocketColor", "Pigment")
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def draw_buttons(self, context, layout):
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column = layout.column()
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im = None
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for image in bpy.data.images:
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if image.name == self.image:
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im = image
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split = column.split(factor=0.8, align=True)
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split.prop_search(self, "image", context.blend_data, "images", text="")
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split.operator("pov.imageopen", text="", icon="FILEBROWSER")
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if im is not None:
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column.prop(im, "source", text="")
|
|
column.prop(self, "map_type", text="")
|
|
column.prop(self, "interpolate", text="")
|
|
row = column.row()
|
|
row.prop(self, "premultiplied", text="Premul")
|
|
row.prop(self, "once", text="Once")
|
|
|
|
def draw_buttons_ext(self, context, layout):
|
|
|
|
column = layout.column()
|
|
im = None
|
|
for image in bpy.data.images:
|
|
if image.name == self.image:
|
|
im = image
|
|
split = column.split(factor=0.8, align=True)
|
|
split.prop_search(self, "image", context.blend_data, "images", text="")
|
|
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
|
|
if im is not None:
|
|
column.prop(im, "source", text="")
|
|
column.prop(self, "map_type", text="")
|
|
column.prop(self, "interpolate", text="")
|
|
row = column.row()
|
|
row.prop(self, "premultiplied", text="Premul")
|
|
row.prop(self, "once", text="Once")
|
|
|
|
def draw_label(self):
|
|
return "Image map"
|
|
|
|
|
|
class PovrayBumpMapNode(Node, nodes_properties.ObjectNodeTree):
|
|
"""BumpMap"""
|
|
|
|
bl_idname = "PovrayBumpMapNode"
|
|
bl_label = "Bump map"
|
|
bl_icon = "TEXTURE"
|
|
|
|
map_type: bpy.props.EnumProperty(
|
|
name="Map type",
|
|
description="",
|
|
items=(
|
|
("uv_mapping", "UV", ""),
|
|
("0", "Planar", "Default planar mapping"),
|
|
("1", "Spherical", "Spherical mapping"),
|
|
("2", "Cylindrical", "Cylindrical mapping"),
|
|
("5", "Torroidal", "Torus or donut shaped mapping"),
|
|
),
|
|
default="0",
|
|
)
|
|
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
|
|
interpolate: EnumProperty(
|
|
name="Interpolate",
|
|
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
|
|
items=(
|
|
("2", "Bilinear", "Gives bilinear interpolation"),
|
|
("4", "Normalized", "Gives normalized distance"),
|
|
),
|
|
default="2",
|
|
)
|
|
once: BoolProperty(description="Not to repeat", default=False)
|
|
|
|
def init(self, context):
|
|
|
|
self.inputs.new("PovraySocketFloat_0_10", "Normal")
|
|
mapping = self.inputs.new("NodeSocketVector", "Mapping")
|
|
mapping.hide_value = True
|
|
transform = self.inputs.new("NodeSocketVector", "Transform")
|
|
transform.hide_value = True
|
|
modifier = self.inputs.new("NodeSocketVector", "Modifier")
|
|
modifier.hide_value = True
|
|
|
|
normal = self.outputs.new("NodeSocketFloat", "Normal")
|
|
normal.hide_value = True
|
|
|
|
def draw_buttons(self, context, layout):
|
|
|
|
column = layout.column()
|
|
im = None
|
|
for image in bpy.data.images:
|
|
if image.name == self.image:
|
|
im = image
|
|
split = column.split(factor=0.8, align=True)
|
|
split.prop_search(self, "image", context.blend_data, "images", text="")
|
|
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
|
|
if im is not None:
|
|
column.prop(im, "source", text="")
|
|
column.prop(self, "map_type", text="")
|
|
column.prop(self, "interpolate", text="")
|
|
column.prop(self, "once", text="Once")
|
|
|
|
def draw_buttons_ext(self, context, layout):
|
|
|
|
column = layout.column()
|
|
im = None
|
|
for image in bpy.data.images:
|
|
if image.name == self.image:
|
|
im = image
|
|
split = column.split(factor=0.8, align=True)
|
|
split.prop_search(self, "image", context.blend_data, "images", text="")
|
|
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
|
|
if im is not None:
|
|
column.prop(im, "source", text="")
|
|
column.prop(self, "map_type", text="")
|
|
column.prop(self, "interpolate", text="")
|
|
column.prop(self, "once", text="Once")
|
|
|
|
def draw_label(self):
|
|
return "Bump Map"
|
|
|
|
|
|
class PovrayImagePatternNode(Node, nodes_properties.ObjectNodeTree):
|
|
"""ImagePattern"""
|
|
|
|
bl_idname = "PovrayImagePatternNode"
|
|
bl_label = "Image pattern"
|
|
bl_icon = "NODE_TEXTURE"
|
|
|
|
map_type: bpy.props.EnumProperty(
|
|
name="Map type",
|
|
description="",
|
|
items=(
|
|
("uv_mapping", "UV", ""),
|
|
("0", "Planar", "Default planar mapping"),
|
|
("1", "Spherical", "Spherical mapping"),
|
|
("2", "Cylindrical", "Cylindrical mapping"),
|
|
("5", "Torroidal", "Torus or donut shaped mapping"),
|
|
),
|
|
default="0",
|
|
)
|
|
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
|
|
interpolate: EnumProperty(
|
|
name="Interpolate",
|
|
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
|
|
items=(
|
|
("2", "Bilinear", "Gives bilinear interpolation"),
|
|
("4", "Normalized", "Gives normalized distance"),
|
|
),
|
|
default="2",
|
|
)
|
|
premultiplied: BoolProperty(default=False)
|
|
once: BoolProperty(description="Not to repeat", default=False)
|
|
use_alpha: BoolProperty(default=True)
|
|
|
|
def init(self, context):
|
|
|
|
gamma = self.inputs.new("PovraySocketFloat_000001_10", "Gamma")
|
|
gamma.default_value = 2.0
|
|
|
|
self.outputs.new("PovraySocketPattern", "Pattern")
|
|
|
|
def draw_buttons(self, context, layout):
|
|
|
|
column = layout.column()
|
|
im = None
|
|
for image in bpy.data.images:
|
|
if image.name == self.image:
|
|
im = image
|
|
split = column.split(factor=0.8, align=True)
|
|
split.prop_search(self, "image", context.blend_data, "images", text="")
|
|
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
|
|
if im is not None:
|
|
column.prop(im, "source", text="")
|
|
column.prop(self, "map_type", text="")
|
|
column.prop(self, "interpolate", text="")
|
|
row = column.row()
|
|
row.prop(self, "premultiplied", text="Premul")
|
|
row.prop(self, "once", text="Once")
|
|
column.prop(self, "use_alpha", text="Use alpha")
|
|
|
|
def draw_buttons_ext(self, context, layout):
|
|
|
|
column = layout.column()
|
|
im = None
|
|
for image in bpy.data.images:
|
|
if image.name == self.image:
|
|
im = image
|
|
split = column.split(factor=0.8, align=True)
|
|
split.prop_search(self, "image", context.blend_data, "images", text="")
|
|
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
|
|
if im is not None:
|
|
column.prop(im, "source", text="")
|
|
column.prop(self, "map_type", text="")
|
|
column.prop(self, "interpolate", text="")
|
|
row = column.row()
|
|
row.prop(self, "premultiplied", text="Premul")
|
|
row.prop(self, "once", text="Once")
|
|
|
|
def draw_label(self):
|
|
return "Image pattern"
|
|
|
|
|
|
class ShaderPatternNode(Node, nodes_properties.ObjectNodeTree):
|
|
"""Pattern"""
|
|
|
|
bl_idname = "ShaderPatternNode"
|
|
bl_label = "Other patterns"
|
|
|
|
pattern: EnumProperty(
|
|
name="Pattern",
|
|
description="Agate, Crackle, Gradient, Pavement, Spiral, Tiling",
|
|
items=(
|
|
("agate", "Agate", ""),
|
|
("crackle", "Crackle", ""),
|
|
("gradient", "Gradient", ""),
|
|
("pavement", "Pavement", ""),
|
|
("spiral1", "Spiral 1", ""),
|
|
("spiral2", "Spiral 2", ""),
|
|
("tiling", "Tiling", ""),
|
|
),
|
|
default="agate",
|
|
)
|
|
|
|
agate_turb: FloatProperty(
|
|
name="Agate turb", description="Agate turbulence", min=0.0, max=100.0, default=0.5
|
|
)
|
|
|
|
crackle_form_x: FloatProperty(
|
|
name="X", description="Form vector X", min=-150.0, max=150.0, default=-1
|
|
)
|
|
|
|
crackle_form_y: FloatProperty(
|
|
name="Y", description="Form vector Y", min=-150.0, max=150.0, default=1
|
|
)
|
|
|
|
crackle_form_z: FloatProperty(
|
|
name="Z", description="Form vector Z", min=-150.0, max=150.0, default=0
|
|
)
|
|
|
|
crackle_metric: FloatProperty(
|
|
name="Metric", description="Crackle metric", min=0.0, max=150.0, default=1
|
|
)
|
|
|
|
crackle_solid: BoolProperty(name="Solid", description="Crackle solid", default=False)
|
|
|
|
spiral_arms: FloatProperty(name="Number", description="", min=0.0, max=256.0, default=2.0)
|
|
|
|
tiling_number: IntProperty(name="Number", description="", min=1, max=27, default=1)
|
|
|
|
gradient_orient: EnumProperty(
|
|
name="Orient",
|
|
description="",
|
|
items=(("x", "X", ""), ("y", "Y", ""), ("z", "Z", "")),
|
|
default="x",
|
|
)
|
|
|
|
def init(self, context):
|
|
|
|
pat = self.outputs.new("PovraySocketPattern", "Pattern")
|
|
|
|
def draw_buttons(self, context, layout):
|
|
|
|
layout.prop(self, "pattern", text="")
|
|
if self.pattern == "agate":
|
|
layout.prop(self, "agate_turb")
|
|
if self.pattern == "crackle":
|
|
layout.prop(self, "crackle_metric")
|
|
layout.prop(self, "crackle_solid")
|
|
layout.label(text="Form:")
|
|
layout.prop(self, "crackle_form_x")
|
|
layout.prop(self, "crackle_form_y")
|
|
layout.prop(self, "crackle_form_z")
|
|
if self.pattern in {"spiral1", "spiral2"}:
|
|
layout.prop(self, "spiral_arms")
|
|
if self.pattern in {"tiling"}:
|
|
layout.prop(self, "tiling_number")
|
|
if self.pattern in {"gradient"}:
|
|
layout.prop(self, "gradient_orient")
|
|
|
|
def draw_buttons_ext(self, context, layout):
|
|
pass
|
|
|
|
def draw_label(self):
|
|
return "Other patterns"
|
|
|
|
|
|
class ShaderTextureMapNode(Node, nodes_properties.ObjectNodeTree):
|
|
"""Texture Map"""
|
|
|
|
bl_idname = "ShaderTextureMapNode"
|
|
bl_label = "Texture map"
|
|
|
|
brick_size_x: FloatProperty(name="X", description="", min=0.0000, max=1.0000, default=0.2500)
|
|
|
|
brick_size_y: FloatProperty(name="Y", description="", min=0.0000, max=1.0000, default=0.0525)
|
|
|
|
brick_size_z: FloatProperty(name="Z", description="", min=0.0000, max=1.0000, default=0.1250)
|
|
|
|
brick_mortar: FloatProperty(
|
|
name="Mortar", description="Mortar", min=0.000, max=1.500, default=0.01
|
|
)
|
|
|
|
def init(self, context):
|
|
mat = bpy.context.object.active_material
|
|
self.inputs.new("PovraySocketPattern", "")
|
|
color = self.inputs.new("NodeSocketColor", "Color ramp")
|
|
color.hide_value = True
|
|
for i in range(4):
|
|
transform = self.inputs.new("PovraySocketTransform", "Transform")
|
|
transform.hide_value = True
|
|
number = mat.pov.inputs_number
|
|
for i in range(number):
|
|
self.inputs.new("PovraySocketTexture", "%s" % i)
|
|
|
|
self.outputs.new("PovraySocketTexture", "Texture")
|
|
|
|
def draw_buttons(self, context, layout):
|
|
|
|
if self.inputs[0].default_value == "brick":
|
|
layout.prop(self, "brick_mortar")
|
|
layout.label(text="Brick size:")
|
|
layout.prop(self, "brick_size_x")
|
|
layout.prop(self, "brick_size_y")
|
|
layout.prop(self, "brick_size_z")
|
|
|
|
def draw_buttons_ext(self, context, layout):
|
|
|
|
if self.inputs[0].default_value == "brick":
|
|
layout.prop(self, "brick_mortar")
|
|
layout.label(text="Brick size:")
|
|
layout.prop(self, "brick_size_x")
|
|
layout.prop(self, "brick_size_y")
|
|
layout.prop(self, "brick_size_z")
|
|
|
|
def draw_label(self):
|
|
return "Texture map"
|
|
|
|
|
|
class ShaderNormalMapNode(Node, nodes_properties.ObjectNodeTree):
|
|
"""Normal Map"""
|
|
|
|
bl_idname = "ShaderNormalMapNode"
|
|
bl_label = "Normal map"
|
|
|
|
brick_size_x: FloatProperty(name="X", description="", min=0.0000, max=1.0000, default=0.2500)
|
|
|
|
brick_size_y: FloatProperty(name="Y", description="", min=0.0000, max=1.0000, default=0.0525)
|
|
|
|
brick_size_z: FloatProperty(name="Z", description="", min=0.0000, max=1.0000, default=0.1250)
|
|
|
|
brick_mortar: FloatProperty(
|
|
name="Mortar", description="Mortar", min=0.000, max=1.500, default=0.01
|
|
)
|
|
|
|
def init(self, context):
|
|
self.inputs.new("PovraySocketPattern", "")
|
|
normal = self.inputs.new("PovraySocketFloat_10", "Normal")
|
|
slope = self.inputs.new("PovraySocketMap", "Slope map")
|
|
for i in range(4):
|
|
transform = self.inputs.new("PovraySocketTransform", "Transform")
|
|
transform.hide_value = True
|
|
self.outputs.new("PovraySocketNormal", "Normal")
|
|
|
|
def draw_buttons(self, context, layout):
|
|
# for i, inp in enumerate(self.inputs):
|
|
|
|
if self.inputs[0].default_value == "brick":
|
|
layout.prop(self, "brick_mortar")
|
|
layout.label(text="Brick size:")
|
|
layout.prop(self, "brick_size_x")
|
|
layout.prop(self, "brick_size_y")
|
|
layout.prop(self, "brick_size_z")
|
|
|
|
def draw_buttons_ext(self, context, layout):
|
|
|
|
if self.inputs[0].default_value == "brick":
|
|
layout.prop(self, "brick_mortar")
|
|
layout.label(text="Brick size:")
|
|
layout.prop(self, "brick_size_x")
|
|
layout.prop(self, "brick_size_y")
|
|
layout.prop(self, "brick_size_z")
|
|
|
|
def draw_label(self):
|
|
return "Normal map"
|
|
|
|
|
|
class ShaderNormalMapEntryNode(Node, nodes_properties.ObjectNodeTree):
|
|
"""Normal Map Entry"""
|
|
|
|
bl_idname = "ShaderNormalMapEntryNode"
|
|
bl_label = "Normal map entry"
|
|
|
|
def init(self, context):
|
|
self.inputs.new("PovraySocketFloat_0_1", "Stop")
|
|
self.inputs.new("PovraySocketFloat_0_1", "Gray")
|
|
|
|
def draw_label(self):
|
|
return "Normal map entry"
|
|
|
|
|
|
class IsoPropsNode(Node, CompositorNodeTree):
|
|
"""ISO Props"""
|
|
|
|
bl_idname = "IsoPropsNode"
|
|
bl_label = "Iso"
|
|
node_label: StringProperty(maxlen=1024)
|
|
|
|
def init(self, context):
|
|
ob = bpy.context.object
|
|
self.node_label = ob.name
|
|
text_name = ob.pov.function_text
|
|
if text_name:
|
|
text = bpy.data.texts[text_name]
|
|
for line in text.lines:
|
|
split = line.body.split()
|
|
if split[0] == "#declare":
|
|
socket = self.inputs.new("NodeSocketFloat", "%s" % split[1])
|
|
value = split[3].split(";")
|
|
value = value[0]
|
|
socket.default_value = float(value)
|
|
|
|
def draw_label(self):
|
|
return self.node_label
|
|
|
|
|
|
class PovrayFogNode(Node, CompositorNodeTree):
|
|
"""Fog settings"""
|
|
|
|
bl_idname = "PovrayFogNode"
|
|
bl_label = "Fog"
|
|
|
|
def init(self, context):
|
|
color = self.inputs.new("NodeSocketColor", "Color")
|
|
color.default_value = (0.7, 0.7, 0.7, 0.25)
|
|
self.inputs.new("PovraySocketFloat_0_1", "Filter")
|
|
distance = self.inputs.new("NodeSocketInt", "Distance")
|
|
distance.default_value = 150
|
|
self.inputs.new("NodeSocketBool", "Ground")
|
|
fog_offset = self.inputs.new("NodeSocketFloat", "Offset")
|
|
fog_alt = self.inputs.new("NodeSocketFloat", "Altitude")
|
|
turb = self.inputs.new("NodeSocketVector", "Turbulence")
|
|
turb_depth = self.inputs.new("PovraySocketFloat_0_10", "Depth")
|
|
turb_depth.default_value = 0.5
|
|
octaves = self.inputs.new("PovraySocketInt_1_9", "Octaves")
|
|
octaves.default_value = 5
|
|
lambdat = self.inputs.new("PovraySocketFloat_0_10", "Lambda")
|
|
lambdat.default_value = 1.25
|
|
omega = self.inputs.new("PovraySocketFloat_0_10", "Omega")
|
|
omega.default_value = 0.35
|
|
translate = self.inputs.new("NodeSocketVector", "Translate")
|
|
rotate = self.inputs.new("NodeSocketVector", "Rotate")
|
|
scale = self.inputs.new("NodeSocketVector", "Scale")
|
|
scale.default_value = (1, 1, 1)
|
|
|
|
def draw_label(self):
|
|
return "Fog"
|
|
|
|
|
|
class PovraySlopeNode(Node, TextureNodeTree):
|
|
"""Output"""
|
|
|
|
bl_idname = "PovraySlopeNode"
|
|
bl_label = "Slope Map"
|
|
|
|
def init(self, context):
|
|
self.use_custom_color = True
|
|
self.color = (0, 0.2, 0)
|
|
slope = self.inputs.new("PovraySocketSlope", "0")
|
|
slope = self.inputs.new("PovraySocketSlope", "1")
|
|
slopemap = self.outputs.new("PovraySocketMap", "Slope map")
|
|
slopemap.hide_value = True
|
|
|
|
def draw_buttons(self, context, layout):
|
|
|
|
layout.operator("pov.nodeinputadd")
|
|
row = layout.row()
|
|
row.label(text="Value")
|
|
row.label(text="Height")
|
|
row.label(text="Slope")
|
|
|
|
def draw_buttons_ext(self, context, layout):
|
|
|
|
layout.operator("pov.nodeinputadd")
|
|
row = layout.row()
|
|
row.label(text="Value")
|
|
row.label(text="Height")
|
|
row.label(text="Slope")
|
|
|
|
def draw_label(self):
|
|
return "Slope Map"
|
|
|
|
|
|
# -------- Texture nodes
|
|
class TextureOutputNode(Node, TextureNodeTree):
|
|
"""Output"""
|
|
|
|
bl_idname = "TextureOutputNode"
|
|
bl_label = "Color Map"
|
|
|
|
def init(self, context):
|
|
tex = bpy.context.object.active_material.active_texture
|
|
num_sockets = int(tex.pov.density_lines / 32)
|
|
for i in range(num_sockets):
|
|
color = self.inputs.new("NodeSocketColor", "%s" % i)
|
|
color.hide_value = True
|
|
|
|
def draw_buttons(self, context, layout):
|
|
|
|
layout.label(text="Color Ramps:")
|
|
|
|
def draw_label(self):
|
|
return "Color Map"
|
|
|
|
|
|
classes = (
|
|
PovrayOutputNode,
|
|
PovrayTextureNode,
|
|
PovrayFinishNode,
|
|
PovrayDiffuseNode,
|
|
PovrayPhongNode,
|
|
PovraySpecularNode,
|
|
PovrayMirrorNode,
|
|
PovrayAmbientNode,
|
|
PovrayIridescenceNode,
|
|
PovraySubsurfaceNode,
|
|
PovrayMappingNode,
|
|
PovrayMultiplyNode,
|
|
PovrayTransformNode,
|
|
PovrayValueNode,
|
|
PovrayModifierNode,
|
|
PovrayPigmentNode,
|
|
PovrayColorImageNode,
|
|
PovrayBumpMapNode,
|
|
PovrayImagePatternNode,
|
|
ShaderPatternNode,
|
|
ShaderTextureMapNode,
|
|
ShaderNormalMapNode,
|
|
ShaderNormalMapEntryNode,
|
|
IsoPropsNode,
|
|
PovrayFogNode,
|
|
PovraySlopeNode,
|
|
TextureOutputNode,
|
|
)
|
|
|
|
|
|
def register():
|
|
for cls in classes:
|
|
register_class(cls)
|
|
|
|
|
|
def unregister():
|
|
for cls in reversed(classes):
|
|
unregister_class(cls)
|