PyAPI: Remove CyclesShaderWrapper

This has been replaced in 2.80 with PrincipledBSDFWrapper
which python developers should use instead.

Internally CyclesShaderWrapper is no longer used however,
3rd party scripts may still be using this which means
they must update scripts for Blender 2.81.
This commit is contained in:
Aaron Carlisle 2019-09-05 14:33:27 -04:00
parent 61d48c0a4b
commit 19819fb1ce
1 changed files with 0 additions and 543 deletions

View File

@ -1,543 +0,0 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import math
__all__ = (
"CyclesShaderWrapper",
)
class CyclesShaderWrapper():
"""
Hard coded shader setup.
Suitable for importers, adds basic:
diffuse/spec/alpha/normal/bump/reflect.
"""
__slots__ = (
"material",
"node_out",
"node_mix_shader_spec",
"node_mix_shader_alpha",
"node_mix_shader_refl",
"node_bsdf_alpha",
"node_bsdf_diff",
"node_bsdf_spec",
"node_bsdf_refl",
"node_mix_color_alpha",
"node_mix_color_diff",
"node_mix_color_spec",
"node_mix_color_hard",
"node_mix_color_refl",
"node_mix_color_bump",
"node_normalmap",
"node_texcoords",
"node_image_alpha",
"node_image_diff",
"node_image_spec",
"node_image_hard",
"node_image_refl",
"node_image_bump",
"node_image_normalmap",
)
_col_size = 200
_row_size = 220
def __init__(self, material):
COLOR_WHITE = 1.0, 1.0, 1.0, 1.0
COLOR_BLACK = 0.0, 0.0, 0.0, 1.0
self.material = material
self.material.use_nodes = True
tree = self.material.node_tree
nodes = tree.nodes
links = tree.links
nodes.clear()
# ----
# Add shaders
node = nodes.new(type='ShaderNodeOutputMaterial')
node.label = "Material Out"
node.location = self._grid_location(6, 4)
self.node_out = node
del node
node = nodes.new(type='ShaderNodeAddShader')
node.label = "Shader Add Refl"
node.location = self._grid_location(5, 4)
self.node_mix_shader_refl = node
del node
# Link
links.new(self.node_mix_shader_refl.outputs["Shader"],
self.node_out.inputs["Surface"])
node = nodes.new(type='ShaderNodeAddShader')
node.label = "Shader Add Spec"
node.location = self._grid_location(4, 4)
self.node_mix_shader_spec = node
del node
# Link
links.new(self.node_mix_shader_spec.outputs["Shader"],
self.node_mix_shader_refl.inputs[0])
# --------------------------------------------------------------------
# Reflection
node = nodes.new(type='ShaderNodeBsdfRefraction')
node.label = "Refl BSDF"
node.location = self._grid_location(6, 1)
node.mute = True # unmute on use
self.node_bsdf_refl = node
del node
# Link
links.new(self.node_bsdf_refl.outputs["BSDF"],
self.node_mix_shader_refl.inputs[1])
# Mix Refl Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Refl"
node.location = self._grid_location(5, 1)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
# reverse of most other mix nodes
node.inputs["Color1"].default_value = COLOR_WHITE # color
node.inputs["Color2"].default_value = COLOR_BLACK # factor
self.node_mix_color_refl = node
del node
# Link
links.new(self.node_mix_color_refl.outputs["Color"],
self.node_bsdf_refl.inputs["Color"])
# --------------------------------------------------------------------
# Alpha
# ----
# Mix shader
node = nodes.new(type='ShaderNodeMixShader')
node.label = "Shader Mix Alpha"
node.location = self._grid_location(3, 4)
node.inputs["Fac"].default_value = 1.0 # no alpha by default
self.node_mix_shader_alpha = node
del node
# Link
links.new(self.node_mix_shader_alpha.outputs["Shader"],
self.node_mix_shader_spec.inputs[0])
# Alpha BSDF
node = nodes.new(type='ShaderNodeBsdfTransparent')
node.label = "Alpha BSDF"
node.location = self._grid_location(2, 4)
node.mute = True # unmute on use
self.node_bsdf_alpha = node
del node
# Link
links.new(self.node_bsdf_alpha.outputs["BSDF"],
self.node_mix_shader_alpha.inputs[1]) # first 'Shader'
# Mix Alpha Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Alpha"
node.location = self._grid_location(1, 5)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_WHITE
self.node_mix_color_alpha = node
del node
# Link
links.new(self.node_mix_color_alpha.outputs["Color"],
self.node_mix_shader_alpha.inputs["Fac"])
# --------------------------------------------------------------------
# Diffuse
# Diffuse BSDF
node = nodes.new(type='ShaderNodeBsdfDiffuse')
node.label = "Diff BSDF"
node.location = self._grid_location(2, 3)
self.node_bsdf_diff = node
del node
# Link
links.new(self.node_bsdf_diff.outputs["BSDF"],
self.node_mix_shader_alpha.inputs[2]) # first 'Shader'
# Mix Diffuse Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Diffuse"
node.location = self._grid_location(1, 3)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_WHITE
self.node_mix_color_diff = node
del node
# Link
links.new(self.node_mix_color_diff.outputs["Color"],
self.node_bsdf_diff.inputs["Color"])
# --------------------------------------------------------------------
# Specular
node = nodes.new(type='ShaderNodeBsdfGlossy')
node.label = "Spec BSDF"
node.location = self._grid_location(2, 1)
node.mute = True # unmute on use
self.node_bsdf_spec = node
del node
# Link (with add shader)
links.new(self.node_bsdf_spec.outputs["BSDF"],
self.node_mix_shader_spec.inputs[1]) # second 'Shader' slot
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Spec"
node.location = self._grid_location(1, 1)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_BLACK
self.node_mix_color_spec = node
del node
# Link
links.new(self.node_mix_color_spec.outputs["Color"],
self.node_bsdf_spec.inputs["Color"])
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Hardness"
node.location = self._grid_location(1, 0)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_WHITE
self.node_mix_color_hard = node
del node
# Link
links.new(self.node_mix_color_hard.outputs["Color"],
self.node_bsdf_spec.inputs["Roughness"])
# --------------------------------------------------------------------
# Normal Map
node = nodes.new(type='ShaderNodeNormalMap')
node.label = "Normal/Map"
node.location = self._grid_location(1, 2)
node.mute = True # unmute on use
self.node_normalmap = node
del node
# Link (with diff shader)
socket_src = self.node_normalmap.outputs["Normal"]
links.new(socket_src,
self.node_bsdf_diff.inputs["Normal"])
# Link (with spec shader)
links.new(socket_src,
self.node_bsdf_spec.inputs["Normal"])
# Link (with refl shader)
links.new(socket_src,
self.node_bsdf_refl.inputs["Normal"])
del socket_src
# --------------------------------------------------------------------
# Bump Map
# Mix Refl Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Bump/Map"
node.location = self._grid_location(5, 3)
node.mute = True # unmute on use
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
# reverse of most other mix nodes
node.inputs["Color1"].default_value = COLOR_WHITE # color
node.inputs["Color2"].default_value = COLOR_BLACK # factor
self.node_mix_color_bump = node
del node
# Link
links.new(self.node_mix_color_bump.outputs["Color"],
self.node_out.inputs["Displacement"])
# --------------------------------------------------------------------
# Tex Coords
node = nodes.new(type='ShaderNodeTexCoord')
node.label = "Texture Coords"
node.location = self._grid_location(-3, 3)
self.node_texcoords = node
del node
# no links, only use when needed!
@staticmethod
def _image_create_helper(image, node_dst, sockets_dst, use_alpha=False, projection='FLAT'):
tree = node_dst.id_data
nodes = tree.nodes
links = tree.links
node = nodes.new(type='ShaderNodeTexImage')
node.image = image
node.projection = projection
node.location = node_dst.location
node.location.x -= CyclesShaderWrapper._col_size
for socket in sockets_dst:
links.new(node.outputs["Alpha" if use_alpha else "Color"],
socket)
return node
@staticmethod
def _mapping_create_helper(node_dst, socket_src,
translation, rotation, scale, clamp):
tree = node_dst.id_data
nodes = tree.nodes
links = tree.links
# in most cases:
# (socket_src == self.node_texcoords.outputs['UV'])
node_map = None
# find an existing mapping node (allows multiple calls)
if node_dst.inputs["Vector"].links:
node_map = node_dst.inputs["Vector"].links[0].from_node
if node_map is None:
node_map = nodes.new(type='ShaderNodeMapping')
node_map.vector_type = 'TEXTURE'
node_map.location = node_dst.location
node_map.location.x -= CyclesShaderWrapper._col_size
node_map.width = 160.0
# link mapping -> image node
links.new(node_map.outputs["Vector"],
node_dst.inputs["Vector"])
# link coord -> mapping
links.new(socket_src,
node_map.inputs["Vector"])
if translation is not None:
node_map.translation = translation
if scale is not None:
node_map.scale = scale
if rotation is not None:
node_map.rotation = rotation
if clamp is not None:
# awkward conversion UV clamping to minmax
node_map.min = (0.0, 0.0, 0.0)
node_map.max = (1.0, 1.0, 1.0)
if clamp in {(False, False), (True, True)}:
node_map.use_min = node_map.use_max = clamp[0]
else:
node_map.use_min = node_map.use_max = True
# use bool as index
node_map.min[not clamp[0]] = -1000000000.0
node_map.max[not clamp[0]] = 1000000000.0
return node_map
# note, all ***_mapping_set() functions currently work the same way
# (only with different image arg), could generalize.
@staticmethod
def _grid_location(x, y):
return (x * CyclesShaderWrapper._col_size,
y * CyclesShaderWrapper._row_size)
def diffuse_color_set(self, color):
self.node_mix_color_diff.inputs["Color1"].default_value[0:3] = color
def diffuse_image_set(self, image, projection='FLAT'):
node = self.node_mix_color_diff
self.node_image_diff = (
self._image_create_helper(image, node, (node.inputs["Color2"],), projection=projection))
def diffuse_mapping_set(self, coords='UV',
translation=None, rotation=None, scale=None, clamp=None):
return self._mapping_create_helper(
self.node_image_diff, self.node_texcoords.outputs[coords], translation, rotation, scale, clamp)
def specular_color_set(self, color):
self.node_bsdf_spec.mute = max(color) <= 0.0
self.node_mix_color_spec.inputs["Color1"].default_value[0:3] = color
def specular_image_set(self, image):
node = self.node_mix_color_spec
self.node_image_spec = (
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def specular_mapping_set(self, coords='UV',
translation=None, rotation=None, scale=None, clamp=None):
return self._mapping_create_helper(
self.node_image_spec, self.node_texcoords.outputs[coords], translation, rotation, scale, clamp)
def hardness_value_set(self, value):
node = self.node_mix_color_hard
node.inputs["Color1"].default_value = (math.sqrt(max(value, 0.0)),) * 4
def hardness_image_set(self, image):
node = self.node_mix_color_hard
self.node_image_hard = (
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def hardness_mapping_set(self, coords='UV',
translation=None, rotation=None, scale=None, clamp=None):
return self._mapping_create_helper(
self.node_image_hard, self.node_texcoords.outputs[coords], translation, rotation, scale, clamp)
def reflect_color_set(self, color):
node = self.node_mix_color_refl
node.inputs["Color1"].default_value[0:3] = color
def reflect_factor_set(self, value):
# XXX, conflicts with image
self.node_bsdf_refl.mute = value <= 0.0
node = self.node_mix_color_refl
node.inputs["Color2"].default_value = (value,) * 4
def reflect_image_set(self, image):
self.node_bsdf_refl.mute = False
node = self.node_mix_color_refl
self.node_image_refl = (
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def reflect_mapping_set(self, coords='UV',
translation=None, rotation=None, scale=None, clamp=None):
return self._mapping_create_helper(
self.node_image_refl, self.node_texcoords.outputs[coords], translation, rotation, scale, clamp)
def alpha_value_set(self, value):
self.node_bsdf_alpha.mute &= (value >= 1.0)
node = self.node_mix_color_alpha
node.inputs["Color1"].default_value = (value,) * 4
def alpha_image_set(self, image):
self.node_bsdf_alpha.mute = False
node = self.node_mix_color_alpha
# note: use_alpha may need to be configurable
# its not always the case that alpha channels use the image alpha
# a grayscale image may also be used.
self.node_image_alpha = (
self._image_create_helper(image, node, (node.inputs["Color2"],), use_alpha=True))
def alpha_mapping_set(self, coords='UV',
translation=None, rotation=None, scale=None, clamp=None):
return self._mapping_create_helper(
self.node_image_alpha, self.node_texcoords.outputs[coords], translation, rotation, scale, clamp)
def alpha_image_set_from_diffuse(self):
# XXX, remove?
tree = self.node_mix_color_diff.id_data
links = tree.links
self.node_bsdf_alpha.mute = False
node_image = self.node_image_diff
node = self.node_mix_color_alpha
if 1:
links.new(node_image.outputs["Alpha"],
node.inputs["Color2"])
else:
self.alpha_image_set(node_image.image)
self.node_image_alpha.label = "Image Texture_ALPHA"
def normal_factor_set(self, value):
node = self.node_normalmap
node.inputs["Strength"].default_value = value
def normal_image_set(self, image):
self.node_normalmap.mute = False
node = self.node_normalmap
self.node_image_normalmap = (
self._image_create_helper(image, node, (node.inputs["Color"],)))
if self.node_image_normalmap.image:
self.node_image_normalmap.image.colorspace_settings.is_data = True
def normal_mapping_set(self, coords='UV',
translation=None, rotation=None, scale=None, clamp=None):
return self._mapping_create_helper(
self.node_image_normalmap, self.node_texcoords.outputs[coords], translation, rotation, scale, clamp)
def bump_factor_set(self, value):
node = self.node_mix_color_bump
node.mute = (value <= 0.0)
node.inputs["Color1"].default_value = (value,) * 4
def bump_image_set(self, image):
node = self.node_mix_color_bump
self.node_image_bump = (
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def bump_mapping_set(self, coords='UV',
translation=None, rotation=None, scale=None, clamp=None):
return self._mapping_create_helper(
self.node_image_bump, self.node_texcoords.outputs[coords], translation, rotation, scale, clamp)
def mapping_set_from_diffuse(self,
specular=True,
hardness=True,
reflect=True,
alpha=True,
normal=True,
bump=True):
"""
Set all mapping based on diffuse
(sometimes we want to assume default mapping follows diffuse).
"""
# get mapping from diffuse
if not hasattr(self, "node_image_diff"):
return
links = self.node_image_diff.inputs["Vector"].links
if not links:
return
mapping_out_socket = links[0].from_socket
tree = self.material.node_tree
links = tree.links
def node_image_mapping_apply(node_image_attr):
# ensure strings are valid attrs
assert(node_image_attr in self.__slots__)
node_image = getattr(self, node_image_attr, None)
if node_image is not None:
node_image_input_socket = node_image.inputs["Vector"]
# don't overwrite existing sockets
if not node_image_input_socket.links:
links.new(mapping_out_socket,
node_image_input_socket)
if specular:
node_image_mapping_apply("node_image_spec")
if hardness:
node_image_mapping_apply("node_image_hard")
if reflect:
node_image_mapping_apply("node_image_refl")
if alpha:
node_image_mapping_apply("node_image_alpha")
if normal:
node_image_mapping_apply("node_image_normalmap")
if bump:
node_image_mapping_apply("node_image_bump")