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parser.py
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parser.py
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from dataclasses import dataclass
import bpy
import numpy as np
import gpu
import time
from .tile import get_tile_conf
from .cc import get_cc_settings
DRAW_FLAG_FLATSHADE = (1 << 0)
DRAW_FLAG_FILTER_TRI = (1 << 1)
DRAW_FLAG_UVGEN_SPHERE = (1 << 2)
DRAW_FLAG_TEX0_MONO = (1 << 3)
DRAW_FLAG_TEX1_MONO = (1 << 4)
DRAW_FLAG_DECAL = (1 << 5)
DRAW_FLAG_ALPHA_BLEND = (1 << 6)
@dataclass
class F64Material:
color_prim: np.ndarray
color_env: np.ndarray
color_ambient: np.ndarray = None
color_light: np.ndarray = None
set_prim: bool = False
set_env: bool = False
set_ambient: bool = False
set_light: bool = False
cc: np.ndarray = None
tile_conf: np.ndarray = None
cull: str = 'NONE'
blend: str = 'NONE'
depth_test: str = 'LESS_EQUAL'
depth_write: bool = True
flags: int = 0
alphaClip: float = -1.0
queue: int = 0
tex0Buff: gpu.types.GPUTexture = None
tex1Buff: gpu.types.GPUTexture = None
def create_f64_material():
return F64Material(
np.array([1, 1, 1, 1], dtype=np.float32),
np.array([1, 1, 1, 1], dtype=np.float32),
)
# parses a non-f3d material for the fallback renderer
def node_material_parse(mat: bpy.types.Material) -> F64Material:
color = np.array([1, 1, 1, 1], dtype=np.float32)
if mat.use_nodes:
bsdf = mat.node_tree.nodes.get('Principled BSDF')
if bsdf:
base_color = bsdf.inputs['Base Color'].default_value
color = np.array([base_color[0], base_color[1], base_color[2], 1], dtype=np.float32)
return F64Material(color, color)
# @TODO: re-use fast64 logic
def f64_parse_blend_mode(f3d_mat: any, f64mat: F64Material) -> str:
f64mat.alphaClip = -1
f64mat.blend = "NONE"
is_one_cycle = f3d_mat.rdp_settings.g_mdsft_cycletype == "G_CYC_1CYCLE"
if f3d_mat.rdp_settings.set_rendermode:
if f3d_mat.rdp_settings.cvg_x_alpha:
f64mat.alphaClip = 0.75
elif (
is_one_cycle
and f3d_mat.rdp_settings.force_bl
and f3d_mat.rdp_settings.blend_p1 == "G_BL_CLR_IN"
and f3d_mat.rdp_settings.blend_a1 == "G_BL_A_IN"
and f3d_mat.rdp_settings.blend_m1 == "G_BL_CLR_MEM"
and f3d_mat.rdp_settings.blend_b1 == "G_BL_1MA"
):
f64mat.blend = "ALPHA"
f64mat.flags |= DRAW_FLAG_ALPHA_BLEND
elif (
not is_one_cycle
and f3d_mat.rdp_settings.force_bl
and f3d_mat.rdp_settings.blend_p2 == "G_BL_CLR_IN"
and f3d_mat.rdp_settings.blend_a2 == "G_BL_A_IN"
and f3d_mat.rdp_settings.blend_m2 == "G_BL_CLR_MEM"
and f3d_mat.rdp_settings.blend_b2 == "G_BL_1MA"
):
f64mat.blend = "ALPHA"
f64mat.flags |= DRAW_FLAG_ALPHA_BLEND
else:
if f3d_mat.draw_layer.sm64 == '4':
f64mat.alphaClip = 0.75
elif f3d_mat.draw_layer.sm64 in ['5', '6','7']:
f64mat.blend = "ALPHA"
f64mat.flags |= DRAW_FLAG_ALPHA_BLEND
def f64_material_parse(f3d_mat: any, prev_f64mat: F64Material) -> F64Material:
f64mat = F64Material(
color_prim = f3d_mat.prim_color,
set_prim = f3d_mat.set_prim,
color_env = f3d_mat.env_color,
set_env = f3d_mat.set_env,
color_ambient = f3d_mat.ambient_light_color,
color_light = f3d_mat.default_light_color,
set_ambient = f3d_mat.set_lights,
set_light = f3d_mat.set_lights, # shared flag
flags = 0,
cc = get_cc_settings(f3d_mat)
)
if f3d_mat.rdp_settings.g_cull_back: f64mat.cull = "BACK"
if f3d_mat.rdp_settings.g_cull_front: f64mat.cull = "FRONT"
f64_parse_blend_mode(f3d_mat, f64mat)
f64mat.flags |= 0 if f3d_mat.rdp_settings.g_shade_smooth else DRAW_FLAG_FLATSHADE
f64mat.flags |= DRAW_FLAG_FILTER_TRI if (f3d_mat.rdp_settings.g_mdsft_text_filt == 'G_TF_BILERP') else 0
f64mat.flags |= DRAW_FLAG_UVGEN_SPHERE if f3d_mat.rdp_settings.g_tex_gen else 0
if f3d_mat.draw_layer.oot == 'Transparent' or f3d_mat.draw_layer.sm64 in ['5', '6','7']:
f64mat.queue = 1
if f3d_mat.rdp_settings.zmode == 'ZMODE_DEC':
f64mat.flags |= DRAW_FLAG_DECAL
if not f3d_mat.rdp_settings.z_cmp:
f64mat.depth_test = 'NONE'
f64mat.depth_write = f3d_mat.rdp_settings.z_upd
# Note: doing 'gpu.texture.from_image' seems to cost nothing, caching is not needed
if f3d_mat.tex0.tex:
f64mat.tex0Buff = gpu.texture.from_image(f3d_mat.tex0.tex)
if f3d_mat.tex0.tex_format == 'I4' or f3d_mat.tex0.tex_format == 'I8':
f64mat.flags |= DRAW_FLAG_TEX0_MONO
if f3d_mat.tex1.tex:
f64mat.tex1Buff = gpu.texture.from_image(f3d_mat.tex1.tex)
if f3d_mat.tex1.tex_format == 'I4' or f3d_mat.tex1.tex_format == 'I8':
f64mat.flags |= DRAW_FLAG_TEX1_MONO
if f3d_mat.tex0.tex or f3d_mat.tex1.tex:
f64mat.tile_conf = get_tile_conf(f3d_mat)
return f64mat