165 lines
5.5 KiB
Python
165 lines
5.5 KiB
Python
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2021-2024 Robossembler LLC
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#
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# Created by Ilia Kurochkin (brothermechanic)
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# contact: brothermechanic@yandex.com
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#
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# This file is part of Robossembler Framework
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# project repo: https://gitlab.com/robossembler/framework
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#
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# Robossembler Framework is free software;
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# you can redistribute it and/or modify
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# it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 3
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, see <https://www.gnu.org/licenses/>.
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#
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# ***** END GPL LICENSE BLOCK *****
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#
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# coding: utf-8
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'''
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DESCRIPTION.
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Blender material generation functions.
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'''
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__version__ = '1.0'
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import configparser
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import logging
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import os
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import bpy
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from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
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from .utils.shininess_to_roughness import shiny_to_rough
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logger = logging.getLogger(__name__)
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def black_material(obj):
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''' Generate absolute black body shader '''
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mat_name = 'Robossembler_Black_Body'
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if mat_name in bpy.data.materials:
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# assign material to object
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if len(obj.material_slots) < 1:
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obj.data.materials.append(bpy.data.materials[mat_name])
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else:
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obj.material_slots[0].material = bpy.data.materials[mat_name]
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else:
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bmat = bpy.data.materials.new(name=mat_name)
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bmat.use_nodes = True
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bmat.diffuse_color = (0, 0, 0, 1)
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principled = bmat.node_tree.nodes['Principled BSDF']
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principled.inputs['Base Color'].default_value = (0, 0, 0, 1)
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principled.inputs['Specular IOR Level'].default_value = 0.0
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principled.inputs['Roughness'].default_value = 1.0
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# assign material to object
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if len(obj.material_slots) < 1:
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obj.data.materials.append(bmat)
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else:
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obj.material_slots[0].material = bmat
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logger.debug('Material was assigned to object: %s -> %s', bmat.name, obj.name)
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return bmat
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def material_generator(obj, material_path):
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''' Generate shader from FreeCAD's FEM material '''
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material = configparser.ConfigParser()
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with open(material_path, encoding='utf-8') as data:
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material.read_file(data)
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mat_name = os.path.splitext(os.path.basename(material_path))[0]
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if mat_name != material['General']['Name']:
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logger.warning(
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'Material %s is not supported! '
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'For Robossembler CG Pipeline material should have '
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'a same Name and FCMat filename!',
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mat_name)
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return black_material(obj)
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if mat_name in bpy.data.materials:
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# assign material to object
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if len(obj.material_slots) < 1:
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obj.data.materials.append(bpy.data.materials[mat_name])
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else:
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obj.material_slots[0].material = bpy.data.materials[mat_name]
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logger.debug('Material was assigned to object: %s -> %s', mat_name, obj.name)
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return obj
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if 'Rendering' not in material:
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logger.warning(
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'Material %s is not supported! '
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'For Robossembler CG Pipeline material should have '
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'Rendering category with shading parameters!',
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mat_name)
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return black_material(obj)
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rendering = material['Rendering']
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if rendering.get('DiffuseColor'):
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d_col_str = rendering['DiffuseColor']
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d_col4 = tuple(map(float, d_col_str[1:-1].split(', ')))
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d_col = d_col4[:-1]
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else:
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logger.warning(
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'DiffuseColor not found for %s %s.', mat_name, obj.name)
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d_col = (1.0, 0.0, 0.0)
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if rendering.get('Father'):
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if rendering['Father'] == 'Metal':
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me = 1
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else:
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me = 0
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else:
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me = 0
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if rendering.get('Shininess'):
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shiny = float(rendering['Shininess'])
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if shiny == 0:
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rg = 0.5
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else:
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rg = shiny_to_rough(shiny)
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else:
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rg = 0.5
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if rendering.get('EmissiveColor'):
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e_col_str = rendering['EmissiveColor']
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e_col4 = tuple(map(float, e_col_str[1:-1].split(', ')))
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e_col = e_col4[:-1]
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else:
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e_col = (0.0, 0.0, 0.0)
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if rendering.get('Transparency'):
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tr_str = rendering['Transparency']
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alpha = 1.0 - float(tr_str)
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else:
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alpha = 1.0
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bmat = bpy.data.materials.new(name=mat_name)
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bmat.use_nodes = True
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principled = PrincipledBSDFWrapper(bmat, is_readonly=False)
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principled.base_color = d_col
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principled.metallic = me
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principled.roughness = rg
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principled.emission_color = e_col
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principled.alpha = alpha
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bevel = bmat.node_tree.nodes.new(type="ShaderNodeBevel")
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bevel.location = -300, -300
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bevel.samples = 32
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bevel.inputs[0].default_value = 0.001
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principled_node = bmat.node_tree.nodes["Principled BSDF"]
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bmat.node_tree.links.new(bevel.outputs['Normal'], principled_node.inputs['Normal'])
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# assign material to object
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if len(obj.material_slots) < 1:
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obj.data.materials.append(bmat)
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else:
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obj.material_slots[0].material = bmat
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logger.debug('Material was assigned to object: %s -> %s', bmat.name, obj.name)
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return bmat
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