diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..dfe0770 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +# Auto detect text files and perform LF normalization +* text=auto diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..b84ceb2 --- /dev/null +++ b/.gitignore @@ -0,0 +1,6 @@ +.vscode/ +__pycache__/ +/tests/ +*.py[cod] +*.blend1 +*.zip \ No newline at end of file diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..e62ec04 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ +GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +<https://www.gnu.org/licenses/>. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +<https://www.gnu.org/licenses/why-not-lgpl.html>. diff --git a/README.md b/README.md new file mode 100644 index 0000000..1d525d0 --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +# Texture VFX Control: Blender Add-on + +WIP \ No newline at end of file diff --git a/__init__.py b/__init__.py new file mode 100644 index 0000000..96b923b --- /dev/null +++ b/__init__.py @@ -0,0 +1,47 @@ + +bl_info = { + "name" : "Texture VFX Control", + "author" : "https://github.com/chsh2/", + "description" : "Shader-based video playback control and composition VFXs", + "blender" : (3, 3, 0), + "version" : (0, 1, 0), + "location" : "Node Editor", + "warning" : "This addon is still in an early stage of development", + "doc_url": "", + "wiki_url": "", + "tracker_url": "", + "category" : "Node" +} + +import bpy +from . import auto_load + +auto_load.init() + +class NODE_MT_add_tfx_submenu(bpy.types.Menu): + bl_label = "Texture VFX Control" + bl_idname = "NODE_MT_add_tfx_submenu" + + def draw(self, context): + layout = self.layout + layout.operator("node.tfx_add_playback_driver", icon='PLAY') + layout.operator("node.tfx_grainy_blur", icon='SHADERFX') + layout.operator("node.tfx_chroma_key", icon='SHADERFX') + layout.operator("node.tfx_outline", icon='SHADERFX') + layout.operator("node.tfx_append_node_groups", icon='NODE') + +def menu_func(self, context): + layout = self.layout + layout.menu("NODE_MT_add_tfx_submenu", icon='SHADERFX') + +def register(): + auto_load.register() + bpy.utils.register_class(NODE_MT_add_tfx_submenu) + bpy.types.NODE_MT_add.append(menu_func) + bpy.types.VIEW3D_MT_object_quick_effects.append(menu_func) + +def unregister(): + auto_load.unregister() + bpy.utils.unregister_class(NODE_MT_add_tfx_submenu) + bpy.types.NODE_MT_add.remove(menu_func) + bpy.types.VIEW3D_MT_object_quick_effects.remove(menu_func) \ No newline at end of file diff --git a/auto_load.py b/auto_load.py new file mode 100644 index 0000000..72254c0 --- /dev/null +++ b/auto_load.py @@ -0,0 +1,157 @@ +import os +import bpy +import sys +import typing +import inspect +import pkgutil +import importlib +from pathlib import Path + +__all__ = ( + "init", + "register", + "unregister", +) + +blender_version = bpy.app.version + +modules = None +ordered_classes = None + +def init(): + global modules + global ordered_classes + + modules = get_all_submodules(Path(__file__).parent) + ordered_classes = get_ordered_classes_to_register(modules) + +def register(): + for cls in ordered_classes: + bpy.utils.register_class(cls) + + for module in modules: + if module.__name__ == __name__: + continue + if hasattr(module, "register"): + module.register() + +def unregister(): + for cls in reversed(ordered_classes): + bpy.utils.unregister_class(cls) + + for module in modules: + if module.__name__ == __name__: + continue + if hasattr(module, "unregister"): + module.unregister() + + +# Import modules +################################################# + +def get_all_submodules(directory): + return list(iter_submodules(directory, directory.name)) + +def iter_submodules(path, package_name): + for name in sorted(iter_submodule_names(path)): + yield importlib.import_module("." + name, package_name) + +def iter_submodule_names(path, root=""): + for _, module_name, is_package in pkgutil.iter_modules([str(path)]): + if is_package: + sub_path = path / module_name + sub_root = root + module_name + "." + yield from iter_submodule_names(sub_path, sub_root) + else: + yield root + module_name + + +# Find classes to register +################################################# + +def get_ordered_classes_to_register(modules): + return toposort(get_register_deps_dict(modules)) + +def get_register_deps_dict(modules): + my_classes = set(iter_my_classes(modules)) + my_classes_by_idname = {cls.bl_idname : cls for cls in my_classes if hasattr(cls, "bl_idname")} + + deps_dict = {} + for cls in my_classes: + deps_dict[cls] = set(iter_my_register_deps(cls, my_classes, my_classes_by_idname)) + return deps_dict + +def iter_my_register_deps(cls, my_classes, my_classes_by_idname): + yield from iter_my_deps_from_annotations(cls, my_classes) + yield from iter_my_deps_from_parent_id(cls, my_classes_by_idname) + +def iter_my_deps_from_annotations(cls, my_classes): + for value in typing.get_type_hints(cls, {}, {}).values(): + dependency = get_dependency_from_annotation(value) + if dependency is not None: + if dependency in my_classes: + yield dependency + +def get_dependency_from_annotation(value): + if blender_version >= (2, 93): + if isinstance(value, bpy.props._PropertyDeferred): + return value.keywords.get("type") + else: + if isinstance(value, tuple) and len(value) == 2: + if value[0] in (bpy.props.PointerProperty, bpy.props.CollectionProperty): + return value[1]["type"] + return None + +def iter_my_deps_from_parent_id(cls, my_classes_by_idname): + if bpy.types.Panel in cls.__bases__: + parent_idname = getattr(cls, "bl_parent_id", None) + if parent_idname is not None: + parent_cls = my_classes_by_idname.get(parent_idname) + if parent_cls is not None: + yield parent_cls + +def iter_my_classes(modules): + base_types = get_register_base_types() + for cls in get_classes_in_modules(modules): + if any(base in base_types for base in cls.__bases__): + if not getattr(cls, "is_registered", False): + yield cls + +def get_classes_in_modules(modules): + classes = set() + for module in modules: + for cls in iter_classes_in_module(module): + classes.add(cls) + return classes + +def iter_classes_in_module(module): + for value in module.__dict__.values(): + if inspect.isclass(value): + yield value + +def get_register_base_types(): + return set(getattr(bpy.types, name) for name in [ + "Panel", "Operator", "PropertyGroup", + "AddonPreferences", "Header", "Menu", + "Node", "NodeSocket", "NodeTree", + "UIList", "RenderEngine", + "Gizmo", "GizmoGroup", + ]) + + +# Find order to register to solve dependencies +################################################# + +def toposort(deps_dict): + sorted_list = [] + sorted_values = set() + while len(deps_dict) > 0: + unsorted = [] + for value, deps in deps_dict.items(): + if len(deps) == 0: + sorted_list.append(value) + sorted_values.add(value) + else: + unsorted.append(value) + deps_dict = {value : deps_dict[value] - sorted_values for value in unsorted} + return sorted_list diff --git a/op_driver.py b/op_driver.py new file mode 100644 index 0000000..9261987 --- /dev/null +++ b/op_driver.py @@ -0,0 +1,168 @@ +import bpy +from .utils import get_target_node + +def add_driver_variable(driver, id, data_path, name): + var = driver.variables.new() + var.name = name + var.type = 'SINGLE_PROP' + var.targets[0].id = id + var.targets[0].data_path = f'["{data_path}"]' + +class AddTexturePlaybackDriverOperator(bpy.types.Operator): + """Map the playback of a movie/sequence texture to a custom float property by adding a driver to the offset value""" + bl_idname = "node.tfx_add_playback_driver" + bl_label = "Add Texture Playback Driver" + bl_category = 'View' + bl_options = {'REGISTER', 'UNDO'} + + start: bpy.props.IntProperty( + name='First Frame', + description='The first frame from the movie/sequence to be played. Determine automatically when set to -1 or 0', + default=-1, min=-1 + ) + duration: bpy.props.IntProperty( + name='Duration', + description='Number of frames from the movie/sequence to be played. Determine automatically when set to -1 or 0', + default=-1, min=-1 + ) + add_keyframes: bpy.props.BoolProperty( + name='Add Keyframes', + default=True, + description='Add keyframes automatically to realize some basic playback modes' + ) + playback_loops: bpy.props.IntProperty( + name='Loop', + description='Number of repeated playbacks', + default=1, min=1 + ) + playback_rate: bpy.props.FloatProperty( + name='Playback Rate', + description='Speed up or slow down the playback', + default=1, min=0.05, soft_max=5 + ) + playback_reversed: bpy.props.BoolProperty( + name='Reverse', + default=False, + description='Play the video in another direction' + ) + playback_pingpong: bpy.props.BoolProperty( + name='Ping-Pong', + default=False, + description='Change the direction of playback in every loop' + ) + + def draw(self, context): + layout = self.layout + layout.label(text='Video Frames to Play:') + box1 = layout.box() + box1.prop(self, 'start') + box1.prop(self, 'duration') + layout.prop(self, "add_keyframes") + if self.add_keyframes: + box2 = layout.box() + box2.prop(self, 'playback_rate') + box2.prop(self, 'playback_loops') + row = box2.row() + row.prop(self, "playback_reversed") + row.prop(self, "playback_pingpong") + + def invoke(self, context, event): + return context.window_manager.invoke_props_dialog(self) + + def execute(self, context): + obj = context.object + mat_idx = obj.active_material_index + mat = obj.material_slots[mat_idx].material + + # Process the active node if possible, otherwise find the first node that qualifies + tex_node, target_node_tree = get_target_node(mat.node_tree, + filter=lambda node: (node.type == 'TEX_IMAGE' and node.image and + (node.image.source == 'MOVIE' or node.image.source == 'SEQUENCE'))) + if not tex_node: + self.report({"WARNING"}, "Cannot find any eligible texture node to perform the operation.") + return {'FINISHED'} + + tex_name = tex_node.image.name + datapath_start = f'frame_start_{tex_name}' + datapath_duration = f'frame_duration_{tex_name}' + datapath_playhead = f'playhead_{tex_name}' + + # Get the playback frame range from multiple sources + frame_duration = self.duration if self.duration > 0 else \ + obj[datapath_duration] if datapath_duration in obj else \ + tex_node.image_user.frame_duration + frame_start = self.start if self.start > 0 else \ + obj[datapath_start] if datapath_start in obj else \ + tex_node.image_user.frame_start + + # Set custom properties as inputs of the driver + obj[datapath_duration] = frame_duration + obj[datapath_start] = frame_start + obj[datapath_playhead] = 0.0 + ui = obj.id_properties_ui(datapath_playhead) + ui.update(soft_min=0.0, soft_max=1.0) + + def add_driver_to_node(node): + # Must modify the original attributes of the texture node, otherwise cannot play correctly + node.image_user.frame_duration = 65535 + node.image_user.frame_start = 1 + + # Add a new driver and fill it with the expression + node.image_user.driver_remove('frame_offset') + playback_driver = node.image_user.driver_add('frame_offset') + playback_driver.driver.type = 'SCRIPTED' + add_driver_variable(playback_driver.driver, obj, datapath_start, 's') + add_driver_variable(playback_driver.driver, obj, datapath_playhead, 'p') + add_driver_variable(playback_driver.driver, obj, datapath_duration, 'd') + + scene_var = playback_driver.driver.variables.new() + scene_var.name = 't' + scene_var.type = 'SINGLE_PROP' + scene_var.targets[0].id_type = 'SCENE' + scene_var.targets[0].id = bpy.context.scene + scene_var.targets[0].data_path = 'frame_current' + + playback_driver.driver.expression = 'min(max(floor(p*d)+s-t, s-t), s+d-t-1)' + + # Remove existing keyframes + if obj.animation_data: + fcurves = obj.animation_data.action.fcurves + for fcurve in fcurves: + if fcurve.data_path == f'["{datapath_playhead}"]': + fcurve.keyframe_points.clear() + + # Insert new keyframes + if self.add_keyframes: + frame_current = bpy.context.scene.frame_current + pingpong = False + for _ in range(self.playback_loops): + # Set start frame + obj[datapath_playhead] = float(self.playback_reversed ^ pingpong) + obj.keyframe_insert(f'["{datapath_playhead}"]') + # Set end frame + bpy.context.scene.frame_current += max(1, round( (frame_duration-1.0) / self.playback_rate) ) + obj[datapath_playhead] = 1.0 - float(self.playback_reversed ^ pingpong) + obj.keyframe_insert(f'["{datapath_playhead}"]') + bpy.context.scene.frame_current += 1 + + if self.playback_pingpong: + pingpong = not pingpong + + fcurves = obj.animation_data.action.fcurves + for fcurve in fcurves: + if fcurve.data_path == f'["{datapath_playhead}"]': + for point in fcurve.keyframe_points: + point.interpolation = 'LINEAR' + bpy.context.scene.frame_current = frame_current + + # Refresh the driver to put it into effect + playback_driver.driver.expression = playback_driver.driver.expression + + add_driver_to_node(tex_node) + # Set the same driver to derivative nodes + for tag in ['V-', 'V+', 'U-', 'U+']: + expected_name = f'{tex_node.name}.{tag}' + if expected_name in target_node_tree.nodes: + add_driver_to_node(target_node_tree.nodes[expected_name]) + + return {'FINISHED'} \ No newline at end of file diff --git a/op_shader_nodes.py b/op_shader_nodes.py new file mode 100644 index 0000000..d80db86 --- /dev/null +++ b/op_shader_nodes.py @@ -0,0 +1,381 @@ +import bpy +from .utils import append_node_group, get_target_node, copy_driver + +def add_node_group(node_tree, name, location=(0,0)) -> bpy.types.ShaderNodeGroup: + node = node_tree.nodes.new('ShaderNodeGroup') + node.node_tree = append_node_group(name) + node.location = location + return node + +def add_uv_input(node_tree, location=(0,0)) -> bpy.types.ShaderNodeUVMap: + node = node_tree.nodes.new('ShaderNodeUVMap') + node.location = location + return node + +def get_fx_chain_info(tex_node, fx_types=['tfx_ChromaKey']): + """ + Return all FX nodes attached to a texture node, as well as links among them. + Also return the final output color and alpha sockets. + """ + node_chain = [tex_node] + inside_links = set() + output_color_links = [] + output_alpha_links = [] + output_color_socket, output_alpha_socket = None, None + + # Find all FX nodes connected to the texture through the color socket + p = 0 + while p < len(node_chain): + node:bpy.types.Node = node_chain[p] + for output in node.outputs: + if output.name in ['Image', 'Color']: + for link in output.links: + if link.to_node.type == 'GROUP' \ + and link.to_node.node_tree.name in fx_types \ + and link.to_node not in node_chain: + node_chain.append(link.to_node) + output_color_socket = output + elif output.name == 'Alpha': + output_alpha_socket = output + p += 1 + + # Get link information from all nodes in the chain + for node in node_chain: + for output in node.outputs: + for link in output.links: + # Link inside the chain + if link.from_node in node_chain and link.to_node in node_chain: + link_info = (node_chain.index(link.from_node), link.from_socket.name, + node_chain.index(link.to_node), link.to_socket.name) + inside_links.add(link_info) + # Output link + elif link.from_node in node_chain: + if output.name in ['Image', 'Color']: + output_color_links.append(link) + elif output.name == 'Alpha': + output_alpha_links.append(link) + return node_chain, inside_links, output_color_links, output_alpha_links, output_color_socket, output_alpha_socket + +def duplicate_tex_and_fx_nodes(node_tree, tex_node, node_chain, inside_links): + """ + Generate 4 copies of a texture node (and some FX nodes following it) for edge detection purpose + """ + tags = ['V-', 'V+', 'U-', 'U+'] + offset_alpha_outputs = {tag:None for tag in tags} + offset_nodes ={tag:None for tag in tags} + + for i,tag in enumerate(tags): + expected_name = f'{tex_node.name}.{tag}' + # Skip duplicating if the node already exists. Get its output socket instead + if expected_name in node_tree.nodes: + _, _, _, _, _, offset_output = get_fx_chain_info(node_tree.nodes[expected_name]) + offset_nodes[tag] = node_tree.nodes[expected_name] + offset_alpha_outputs[tag] = offset_output + else: + # Duplicate the texture node + offset_nodes[tag] = node_tree.nodes.new('ShaderNodeTexImage') + offset_nodes[tag].name = f'{tex_node.name}.{tag}' + offset_nodes[tag].hide = True + offset_nodes[tag].location = (tex_node.location[0], tex_node.location[1]+50*(i+1)) + offset_nodes[tag].image = tex_node.image + offset_nodes[tag].projection = tex_node.projection + offset_nodes[tag].extension = tex_node.extension + offset_nodes[tag].image_user.frame_duration = tex_node.image_user.frame_duration + offset_nodes[tag].image_user.frame_start = tex_node.image_user.frame_start + offset_nodes[tag].image_user.frame_offset = tex_node.image_user.frame_offset + offset_nodes[tag].image_user.use_auto_refresh = tex_node.image_user.use_auto_refresh + offset_nodes[tag].image_user.use_cyclic = tex_node.image_user.use_cyclic + offset_alpha_outputs[tag] = offset_nodes[tag].outputs['Alpha'] + # Check if there is a playback driver + if node_tree.animation_data: + for driver in node_tree.animation_data.drivers: + if driver.data_path in [f'nodes["{tex_node.name}"].image_user.frame_offset', f"nodes['{tex_node.name}'].image_user.frame_offset"]: + new_driver = offset_nodes[tag].image_user.driver_add('frame_offset') + copy_driver(driver.driver, new_driver.driver) + # Duplicate each FX node + offset_fx_chain = [offset_nodes[tag]] + for fx_node in node_chain: + if fx_node == tex_node: + continue + offset_fx_node = node_tree.nodes.new('ShaderNodeGroup') + offset_fx_node.name = f'{fx_node.name}.{tag}' + offset_fx_node.hide = True + offset_fx_node.location = (fx_node.location[0], fx_node.location[1]+50*(i+1)) + offset_fx_node.node_tree = fx_node.node_tree + for j in range(len(offset_fx_node.inputs)): + offset_fx_node.inputs[j].default_value = fx_node.inputs[j].default_value + for output in offset_fx_node.outputs: + if output.name == 'Alpha': + offset_alpha_outputs[tag] = output + offset_fx_chain.append(offset_fx_node) + # Set up links in the same way as the original FX chain + for link_info in inside_links: + node_tree.links.new(offset_fx_chain[link_info[0]].outputs[link_info[1]], + offset_fx_chain[link_info[2]].inputs[link_info[3]]) + offset_uv_inputs ={tag:offset_nodes[tag].inputs['Vector'] for tag in tags} + return offset_uv_inputs, offset_alpha_outputs + +class AppendNodeGroupsOperator(bpy.types.Operator): + """Append all preset shader node groups of the add-on to the current file""" + bl_idname = "node.tfx_append_node_groups" + bl_label = "Append VFX Node Groups" + bl_category = 'View' + bl_options = {'REGISTER', 'UNDO'} + + def execute(self, context): + available_node_groups = [#'tfx_RGBtoUV', + 'tfx_ChromaKey', + 'tfx_GrainyBlur', + 'tfx_OutlinePre', + 'tfx_OutlinePost'] + for group in available_node_groups: + append_node_group(group) + + return {'FINISHED'} + +class GrainyBlurOperator(bpy.types.Operator): + """Apply grainy blur effect to the selected texture""" + bl_idname = "node.tfx_grainy_blur" + bl_label = "Effect: Grainy Blur" + bl_category = 'View' + bl_options = {'REGISTER', 'UNDO'} + + strength: bpy.props.FloatProperty( + name='Strength', + default=0.02, min=0, max=0.1 + ) + def draw(self, context): + layout = self.layout + layout.prop(self, 'strength') + + def invoke(self, context, event): + return context.window_manager.invoke_props_dialog(self) + + def execute(self, context): + obj = context.object + mat_idx = obj.active_material_index + mat:bpy.types.Material = obj.material_slots[mat_idx].material + + # Process the active node if possible, otherwise find the first node that qualifies + tex_node, target_node_tree = get_target_node(mat.node_tree, + filter=lambda node: (node.type == 'TEX_IMAGE' and node.image)) + if not tex_node: + self.report({"WARNING"}, "Cannot find any eligible texture node to perform the operation.") + return {'FINISHED'} + + # Find the input UV. Create a new node if there is none + uv_input_node = None + uv_socket = None + if len(tex_node.inputs[0].links) > 0: + link = tex_node.inputs[0].links[0] + uv_input_node = link.from_node + uv_socket = link.from_socket + target_node_tree.links.remove(link) + else: + uv_input_node = add_uv_input(target_node_tree, location=(tex_node.location[0] - 250, + tex_node.location[1])) + uv_socket = uv_input_node.outputs['UV'] + + # Set up the FX node: between UV and texture + blur_node = add_node_group(target_node_tree, 'tfx_GrainyBlur', + location=(tex_node.location[0] - 150, + tex_node.location[1])) + target_node_tree.links.new(blur_node.outputs['UV'], tex_node.inputs[0]) + target_node_tree.links.new(uv_socket, blur_node.inputs['UV']) + blur_node.inputs['Factor'].default_value = self.strength + + return {'FINISHED'} + +class ChromaKeyOperator(bpy.types.Operator): + """Apply chroma key effect to the selected texture""" + bl_idname = "node.tfx_chroma_key" + bl_label = "Effect: Chroma Key" + bl_category = 'View' + bl_options = {'REGISTER', 'UNDO'} + + key_color: bpy.props.FloatVectorProperty( + name = "Key Color", + subtype = "COLOR", + default = (.0,.0,1.0,1.0), + min = 0.0, max = 1.0, size = 4, + description='Color of the background to remove', + ) + color_space: bpy.props.EnumProperty( + name='Color Space', + items=[('YUV', 'YUV', ''), + ('RGB', 'RGB', '')], + default='YUV' + ) + threshold: bpy.props.FloatProperty( + name='Threshold', + default=0.4, min=0, max=1 + ) + smoothness: bpy.props.FloatProperty( + name='Smoothness', + default=0.08, min=0, max=1, + description='Smoothness of the output alpha channel', + ) + spill: bpy.props.FloatProperty( + name='Spill', + default=0.1, min=0, max=1, + description='Reduce the color spill of the foreground', + ) + + def draw(self, context): + layout = self.layout + layout.prop(self, 'key_color') + layout.prop(self, 'color_space') + layout.prop(self, 'threshold') + layout.prop(self, 'smoothness') + layout.prop(self, 'spill') + + def invoke(self, context, event): + return context.window_manager.invoke_props_dialog(self) + + def execute(self, context): + obj = context.object + mat_idx = obj.active_material_index + mat:bpy.types.Material = obj.material_slots[mat_idx].material + if mat.blend_method == 'OPAQUE': + mat.blend_method = 'BLEND' + + # Process the active node if possible, otherwise find the first node that qualifies + tex_node, target_node_tree = get_target_node(mat.node_tree, + filter=lambda node: (node.type == 'TEX_IMAGE' and node.image)) + if not tex_node: + self.report({"WARNING"}, "Cannot find any eligible texture node to perform the operation.") + return {'FINISHED'} + + # Find sockets of output color and alpha; can be multiple ones + output_sockets = {'Color':[], 'Alpha':[]} + for key in output_sockets: + for link in tex_node.outputs[key].links: + output_sockets[key].append(link.to_socket) + target_node_tree.links.remove(link) + + # Set up the FX node after the texture node + matte_node = add_node_group(target_node_tree, 'tfx_ChromaKey', + location=(tex_node.location[0] + 150, + tex_node.location[1])) + target_node_tree.links.new(tex_node.outputs[0], matte_node.inputs['Image']) + for socket in output_sockets['Color']: + target_node_tree.links.new(matte_node.outputs['Image'], socket) + for socket in output_sockets['Alpha']: + target_node_tree.links.new(matte_node.outputs['Alpha'], socket) + matte_node.inputs['Key Color'].default_value = self.key_color + matte_node.inputs['Threshold'].default_value = self.threshold + matte_node.inputs['Smoothness'].default_value = self.smoothness + matte_node.inputs['Spill'].default_value = self.spill + matte_node.inputs['RGB-YUV'].default_value = float(self.color_space == 'YUV') + + return {'FINISHED'} + +class OutlineOperator(bpy.types.Operator): + """Apply outline effect to the selected texture""" + bl_idname = "node.tfx_outline" + bl_label = "Effect: Outline" + bl_category = 'View' + bl_options = {'REGISTER', 'UNDO'} + + outline_color: bpy.props.FloatVectorProperty( + name = "Outline Color", + subtype = "COLOR", + default = (1.0,1.0,.0,1.0), + min = 0.0, max = 1.0, size = 4, + ) + outline_size: bpy.props.FloatVectorProperty( + name = "Size", + default = (0.5, 0.5), + min = 0, soft_max = 5, size = 2, step = 1 + ) + outline_outer: bpy.props.BoolProperty( + name = "Outer Contour", + default = True + ) + outline_inner: bpy.props.BoolProperty( + name = "Inner Contour", + default = False + ) + blur_strength: bpy.props.FloatProperty( + name='Blur', + default=0, min=0, max=0.1, step=1 + ) + + def draw(self, context): + layout = self.layout + layout.prop(self, 'outline_color') + layout.prop(self, 'outline_size') + layout.prop(self, 'outline_outer') + layout.prop(self, 'outline_inner') + layout.prop(self, 'blur_strength') + + def invoke(self, context, event): + return context.window_manager.invoke_props_dialog(self) + + def execute(self, context): + obj = context.object + mat_idx = obj.active_material_index + mat:bpy.types.Material = obj.material_slots[mat_idx].material + + # Process the active node if possible, otherwise find the first node that qualifies + tex_node, target_node_tree = get_target_node(mat.node_tree, + filter=lambda node: (node.type == 'TEX_IMAGE' and node.image)) + if not tex_node: + self.report({"WARNING"}, "Cannot find any eligible texture node to perform the operation.") + return {'FINISHED'} + + # Duplicate nodes for edge detection + node_chain, inside_links, output_color_links, output_alpha_links, \ + output_color_socket, output_alpha_socket = get_fx_chain_info(tex_node) + offset_uv_inputs, offset_alpha_outputs \ + = duplicate_tex_and_fx_nodes(target_node_tree, tex_node, node_chain, inside_links) + + # Find the input UV. Create a new node if there is none + uv_input_node = None + uv_socket = None + if len(tex_node.inputs[0].links) > 0: + link = tex_node.inputs[0].links[0] + uv_input_node = link.from_node + uv_socket = link.from_socket + target_node_tree.links.remove(link) + else: + uv_input_node = add_uv_input(target_node_tree, location=(tex_node.location[0] - 400, + tex_node.location[1])) + uv_socket = uv_input_node.outputs['UV'] + + # Add blur effect to the outline only + if self.blur_strength > 0: + blur_node = add_node_group(target_node_tree, 'tfx_GrainyBlur', + location=(tex_node.location[0] - 300, + tex_node.location[1])) + blur_node.inputs['Factor'].default_value = self.blur_strength + target_node_tree.links.new(uv_socket, blur_node.inputs['UV']) + uv_socket = blur_node.outputs['UV'] + + # Set up FX nodes: both before and after the texture node + pre_node = add_node_group(target_node_tree, 'tfx_OutlinePre', + location=(tex_node.location[0] - 200, + tex_node.location[1])) + post_node = add_node_group(target_node_tree, 'tfx_OutlinePost', + location=(node_chain[-1].location[0] + 200, + node_chain[-1].location[1])) + target_node_tree.links.new(uv_socket, pre_node.inputs['UV']) + for tag in ['U+', 'U-', 'V+', 'V-']: + target_node_tree.links.new(pre_node.outputs[tag], offset_uv_inputs[tag]) + target_node_tree.links.new(offset_alpha_outputs[tag], post_node.inputs[tag]) + target_node_tree.links.new(output_color_socket, post_node.inputs['Image']) + target_node_tree.links.new(output_alpha_socket, post_node.inputs['Alpha']) + pre_node.inputs['U_Offset'].default_value = self.outline_size[0] / 100.0 + pre_node.inputs['V_Offset'].default_value = self.outline_size[1] / 100.0 + post_node.inputs['Color'].default_value = self.outline_color + post_node.inputs['Inner'].default_value = float(self.outline_inner) + post_node.inputs['Outer'].default_value = float(self.outline_outer) + + # Reconnect output sockets + for link in output_color_links: + target_node_tree.links.new(post_node.outputs['Image'], link.to_socket) + for link in output_alpha_links: + target_node_tree.links.new(post_node.outputs['Alpha'], link.to_socket) + + return {'FINISHED'} + diff --git a/res/assets.blend b/res/assets.blend new file mode 100644 index 0000000..44d8a49 Binary files /dev/null and b/res/assets.blend differ diff --git a/utils.py b/utils.py new file mode 100644 index 0000000..b857a5b --- /dev/null +++ b/utils.py @@ -0,0 +1,58 @@ +import bpy +import os + +def get_target_node(node_tree, + filter = lambda node: (node.type == 'TEX_IMAGE' and node.image) + ): + """ + Find the shader node to perform operations. + First, check the active node. If it is not qualified, search through all nodes to find the first eligible one + """ + nodes = node_tree.nodes + if nodes.active and filter(nodes.active): + return nodes.active, node_tree + # Search recursively for node groups + elif nodes.active and nodes.active.type=='GROUP' and nodes.active.node_tree: + return get_target_node(nodes.active.node_tree, filter) + else: + for node in nodes: + if filter(node): + return node, node_tree + return None, None + +def copy_driver(src, dst): + """ + Copy all attributes of the source driver to an empty destination driver + """ + dst.type = src.type + for src_var in src.variables: + dst_var = dst.variables.new() + dst_var.name = src_var.name + dst_var.type = src_var.type + dst_var.targets[0].id_type = src_var.targets[0].id_type + dst_var.targets[0].id = src_var.targets[0].id + dst_var.targets[0].data_path = src_var.targets[0].data_path + dst.expression = src.expression + +def get_library_blend_file(): + file_name = 'res/assets.blend' + script_file = os.path.realpath(__file__) + directory = os.path.dirname(script_file) + file_path = os.path.join(directory, file_name) + return file_path + +def append_node_group(node_group_name): + if node_group_name in bpy.data.node_groups: + return bpy.data.node_groups[node_group_name] + + mode = bpy.context.mode + bpy.ops.object.mode_set(mode='OBJECT') + file_path = get_library_blend_file() + inner_path = 'NodeTree' + bpy.ops.wm.append( + filepath=os.path.join(file_path, inner_path, node_group_name), + directory=os.path.join(file_path, inner_path), + filename=node_group_name + ) + bpy.ops.object.mode_set(mode=mode) + return bpy.data.node_groups[node_group_name] \ No newline at end of file