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    05fd1e08
    BlenderKit: resolutions · 05fd1e08
    Vilém Duha authored
    This introduces resolutins into the addon.
    This update should enhance the usability of the addon, especially for people with weaker computers.
    It downloads reduced version of the assets - only images are scaled down by now. Images are also converted in some cases from .png to .jpgs to save space.
    
     - there's a default resolution setting
     - resolutions can be swapped by user
     - resolutions apply only to textured models and materials with textures larger than 1024px
     - Resolutions aren't yet generated on the server, so will be visible after a few days.
    
    Version of the addon was bumped up to 1.0.40.
    05fd1e08
    History
    BlenderKit: resolutions
    Vilém Duha authored
    This introduces resolutins into the addon.
    This update should enhance the usability of the addon, especially for people with weaker computers.
    It downloads reduced version of the assets - only images are scaled down by now. Images are also converted in some cases from .png to .jpgs to save space.
    
     - there's a default resolution setting
     - resolutions can be swapped by user
     - resolutions apply only to textured models and materials with textures larger than 1024px
     - Resolutions aren't yet generated on the server, so will be visible after a few days.
    
    Version of the addon was bumped up to 1.0.40.
overrides.py 9.82 KiB
# ##### 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 #####


if "bpy" in locals():
    from importlib import reload

    utils = reload(utils)
else:
    from blenderkit import utils

import bpy, mathutils
from bpy.types import (
    Operator)


def getNodes(nt, node_type='OUTPUT_MATERIAL'):
    chnodes = nt.nodes[:]
    nodes = []
    while len(chnodes) > 0:
        n = chnodes.pop()
        if n.type == node_type:
            nodes.append(n)
        if n.type == 'GROUP':
            chnodes.extend(n.node_tree.nodes)
    return nodes


def getShadersCrawl(nt, chnodes):
    shaders = []
    done_nodes = chnodes[:]

    while len(chnodes) > 0:
        check_node = chnodes.pop()
        is_shader = False
        for o in check_node.outputs:
            if o.type == 'SHADER':
                is_shader = True
        for i in check_node.inputs:
            if i.type == 'SHADER':
                is_shader = False  # this is for mix nodes and group inputs..
                if len(i.links) > 0:
                    for l in i.links:
                        fn = l.from_node
                        if fn not in done_nodes:
                            done_nodes.append(fn)
                            chnodes.append(fn)
                            if fn.type == 'GROUP':
                                group_outputs = getNodes(fn.node_tree, node_type='GROUP_OUTPUT')
                                shaders.extend(getShadersCrawl(fn.node_tree, group_outputs))

        if check_node.type == 'GROUP':
            is_shader = False

        if is_shader:
            shaders.append((check_node, nt))

    return (shaders)


def addColorCorrectors(material):
    nt = material.node_tree
    output = getNodes(nt, 'OUTPUT_MATERIAL')[0]
    shaders = getShadersCrawl(nt, [output])

    correctors = []
    for shader, nt in shaders:

        if shader.type != 'BSDF_TRANSPARENT':  # exclude transparent for color tweaks
            for i in shader.inputs:
                if i.type == 'RGBA':
                    if len(i.links) > 0:
                        l = i.links[0]
                        if not (l.from_node.type == 'GROUP' and l.from_node.node_tree.name == 'bkit_asset_tweaker'):
                            from_socket = l.from_socket
                            to_socket = l.to_socket

                            g = nt.nodes.new(type='ShaderNodeGroup')
                            g.node_tree = bpy.data.node_groups['bkit_asset_tweaker']
                            g.location = shader.location
                            g.location.x -= 100

                            nt.links.new(from_socket, g.inputs[0])
                            nt.links.new(g.outputs[0], to_socket)
                        else:
                            g = l.from_node
                        tweakers.append(g)
                    else:
                        g = nt.nodes.new(type='ShaderNodeGroup')
                        g.node_tree = bpy.data.node_groups['bkit_asset_tweaker']
                        g.location = shader.location
                        g.location.x -= 100

                        nt.links.new(g.outputs[0], i)
                        correctors.append(g)


def modelProxy():
    s = bpy.context.scene
    ao = bpy.context.active_object
    if utils.is_linked_asset(ao):
        utils.activate(ao)

        g = ao.instance_collection

        rigs = []

        for ob in g.objects:
            if ob.type == 'ARMATURE':
                rigs.append(ob)

        if len(rigs) == 1:

            ao.instance_collection = None
            bpy.ops.object.duplicate()
            new_ao = bpy.context.view_layer.objects.active
            new_ao.instance_collection = g
            new_ao.empty_display_type = 'SPHERE'
            new_ao.empty_display_size *= 0.1

            bpy.ops.object.proxy_make(object=rigs[0].name)
            proxy = bpy.context.active_object
            bpy.context.view_layer.objects.active = ao
            ao.select_set(True)
            new_ao.select_set(True)
            new_ao.use_extra_recalc_object = True
            new_ao.use_extra_recalc_data = True
            bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
            return True
        else:  # TODO report this to ui
            utils.p('not sure what to proxify')
    return False


eevee_transp_nodes = [
    'BSDF_GLASS',
    'BSDF_REFRACTION',
    'BSDF_TRANSPARENT',
    'PRINCIPLED_VOLUME',
    'VOLUME_ABSORPTION',
    'VOLUME_SCATTER'
]


def ensure_eevee_transparency(m):
    ''' ensures alpha for transparent materials when the user didn't set it up correctly'''
    # if the blend mode is opaque, it means user probably ddidn't know or forgot to
    # set up material properly
    if m.blend_method == 'OPAQUE':
        alpha = False
        for n in m.node_tree.nodes:
            if n.type in eevee_transp_nodes:
                alpha = True
            elif n.type == 'BSDF_PRINCIPLED':
                i = n.inputs['Transmission']
                if i.default_value > 0 or len(i.links) > 0:
                    alpha = True
        if alpha:
            m.blend_method = 'HASHED'
            m.shadow_method = 'HASHED'


class BringToScene(Operator):
    """Bring linked object hierarchy to scene and make it editable."""

    bl_idname = "object.blenderkit_bring_to_scene"
    bl_label = "BlenderKit bring objects to scene"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return bpy.context.view_layer.objects.active is not None

    def execute(self, context):

        s = bpy.context.scene
        sobs = s.collection.all_objects
        aob = bpy.context.active_object
        dg = aob.instance_collection
        vlayer = bpy.context.view_layer
        instances_emptys = []

        # first, find instances of this collection in the scene
        for ob in sobs:
            if ob.instance_collection == dg and ob not in instances_emptys:
                instances_emptys.append(ob)
                ob.instance_collection = None
                ob.instance_type = 'NONE'
        # dg.make_local
        parent = None
        obs = []
        for ob in dg.objects:
            dg.objects.unlink(ob)
            try:
                s.collection.objects.link(ob)
                ob.select_set(True)
                obs.append(ob)
                if ob.parent == None:
                    parent = ob
                    bpy.context.view_layer.objects.active = parent
            except Exception as e:
                print(e)

        bpy.ops.object.make_local(type='ALL')

        for i, ob in enumerate(obs):
            if ob.name in vlayer.objects:
                obs[i] = vlayer.objects[ob.name]
                try:
                    ob.select_set(True)
                except Exception as e:
                    print('failed to select an object from the collection, getting a replacement.')
                    print(e)

        related = []

        for i, ob in enumerate(instances_emptys):
            if i > 0:
                bpy.ops.object.duplicate(linked=True)

            related.append([ob, bpy.context.active_object, mathutils.Vector(bpy.context.active_object.scale)])

        for relation in related:
            bpy.ops.object.select_all(action='DESELECT')
            bpy.context.view_layer.objects.active = relation[0]
            relation[0].select_set(True)
            relation[1].select_set(True)
            relation[1].matrix_world = relation[0].matrix_world
            relation[1].scale.x = relation[2].x * relation[0].scale.x
            relation[1].scale.y = relation[2].y * relation[0].scale.y
            relation[1].scale.z = relation[2].z * relation[0].scale.z
            bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)

        return {'FINISHED'}


class ModelProxy(Operator):
    """Attempt to create proxy armature from the asset"""
    bl_idname = "object.blenderkit_make_proxy"
    bl_label = "BlenderKit Make Proxy"

    @classmethod
    def poll(cls, context):
        return bpy.context.view_layer.objects.active is not None

    def execute(self, context):
        result = modelProxy()
        if not result:
            self.report({'INFO'}, 'No proxy made.There is no armature or more than one in the model.')
        return {'FINISHED'}


class ColorCorrector(Operator):
    """Add color corector to the asset. """
    bl_idname = "object.blenderkit_color_corrector"
    bl_label = "Add color corrector"

    @classmethod
    def poll(cls, context):
        return bpy.context.view_layer.objects.active is not None

    def execute(self, context):
        ao = bpy.context.active_object
        g = ao.instance_collection
        ao['color correctors'] = []
        mats = []

        for o in g.objects:
            for ms in o.material_slots:
                if ms.material not in mats:
                    mats.append(ms.material)
        for mat in mats:
            correctors = addColorCorrectors(mat)

        return 'FINISHED'


def register_overrides():
    bpy.utils.register_class(BringToScene)
    bpy.utils.register_class(ModelProxy)
    bpy.utils.register_class(ColorCorrector)


def unregister_overrides():
    bpy.utils.unregister_class(BringToScene)
    bpy.utils.unregister_class(ModelProxy)
    bpy.utils.unregister_class(ColorCorrector)