"Use Nodes" was removed in the compositor to simplify the compositing workflow. This introduced a slight inconsistency with the Shader Node Editor. This PR removes "Use Nodes" for object materials. For Line Style, no changes are planned (not sure how to preserve compatibility yet). This simplifies the state of objects; either they have a material or they don't. Backward compatibility: - If Use Nodes is turned Off, new nodes are added to the node tree to simulate the same material: - DNA: Only `use_nodes` is marked deprecated - Python API: - `material.use_nodes` is marked deprecated and will be removed in 6.0. Reading it always returns `True` and setting it has no effect. - `material.diffuse_color`, `material.specular` etc.. Are not used by EEVEE anymore but are kept because they are used by Workbench. Forward compatibility: Always enable 'Use Nodes' when writing blend files. Known Issues: Some UI tests are failing on macOS Pull Request: https://projects.blender.org/blender/blender/pulls/141278
185 lines
6.4 KiB
Python
185 lines
6.4 KiB
Python
# SPDX-FileCopyrightText: 2020-2022 Blender Authors
|
|
#
|
|
# SPDX-License-Identifier: Apache-2.0
|
|
|
|
import bpy
|
|
import os
|
|
import pprint
|
|
import unittest
|
|
|
|
|
|
class TestHelper(unittest.TestCase):
|
|
|
|
def __init__(self, args):
|
|
super().__init__()
|
|
self.args = args
|
|
|
|
@staticmethod
|
|
def id_to_uid(id_data):
|
|
return (type(id_data).__name__,
|
|
id_data.name_full,
|
|
id_data.users)
|
|
|
|
@classmethod
|
|
def blender_data_to_tuple(cls, bdata, pprint_name=None):
|
|
ret = sorted(tuple((cls.id_to_uid(k), sorted(tuple(cls.id_to_uid(vv) for vv in v)))
|
|
for k, v in bdata.user_map().items()))
|
|
if pprint_name is not None:
|
|
print("\n%s:" % pprint_name)
|
|
pprint.pprint(ret)
|
|
return ret
|
|
|
|
@staticmethod
|
|
def ensure_path(path):
|
|
if not os.path.exists(path):
|
|
os.makedirs(path)
|
|
|
|
def run_all_tests(self):
|
|
for inst_attr_id in dir(self):
|
|
if not inst_attr_id.startswith("test_"):
|
|
continue
|
|
inst_attr = getattr(self, inst_attr_id)
|
|
if callable(inst_attr):
|
|
inst_attr()
|
|
|
|
|
|
class TestBlendLibLinkHelper(TestHelper):
|
|
"""
|
|
Generate relatively complex data layout accross several blendfiles.
|
|
|
|
Useful for testing link/append/etc., but also data relationships e.g.
|
|
"""
|
|
|
|
def __init__(self, args):
|
|
assert hasattr(args, "src_test_dir")
|
|
assert hasattr(args, "output_dir")
|
|
super().__init__(args)
|
|
|
|
@staticmethod
|
|
def reset_blender():
|
|
bpy.ops.wm.read_homefile(use_empty=True, use_factory_startup=True)
|
|
bpy.data.orphans_purge(do_recursive=True)
|
|
|
|
def unique_blendfile_name(self, base_name):
|
|
return base_name + self.__class__.__name__ + ".blend"
|
|
|
|
# Utils generating common data patterns.
|
|
# Assume that the current blendfile is cleared and empty.
|
|
|
|
def gen_indirect_library_data_(self):
|
|
im = bpy.data.images.load(os.path.join(self.args.src_test_dir,
|
|
"imbuf_io",
|
|
"reference",
|
|
"jpeg-rgb-90__from__rgba08.jpg"))
|
|
im.name = "LibMaterial"
|
|
self.assertTrue(len(im.pixels) > 0)
|
|
self.assertTrue(im.has_data)
|
|
|
|
ma = bpy.data.materials.new("LibMaterial")
|
|
ma.use_fake_user = True
|
|
out_node = ma.node_tree.nodes.new("ShaderNodeOutputMaterial")
|
|
bsdf_node = ma.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
|
|
ma.node_tree.links.new(bsdf_node.outputs["BSDF"], out_node.inputs["Surface"])
|
|
teximage_node = ma.node_tree.nodes.new("ShaderNodeTexImage")
|
|
teximage_node.image = im
|
|
ma.node_tree.links.new(bsdf_node.inputs["Base Color"], teximage_node.outputs["Color"])
|
|
|
|
def gen_library_data_(self):
|
|
me = bpy.data.meshes.new("LibMesh")
|
|
ob = bpy.data.objects.new("LibMesh", me)
|
|
coll = bpy.data.collections.new("LibMesh")
|
|
coll.objects.link(ob)
|
|
bpy.context.scene.collection.children.link(coll)
|
|
|
|
# Actual init code, generating blendfiles for various linking/appending scenarii.
|
|
|
|
def init_lib_data_basic(self):
|
|
self.reset_blender()
|
|
|
|
self.gen_library_data_()
|
|
|
|
output_dir = self.args.output_dir
|
|
self.ensure_path(output_dir)
|
|
# Take care to keep the name unique so multiple test jobs can run at once.
|
|
output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_basic"))
|
|
|
|
bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
|
|
|
|
return output_lib_path
|
|
|
|
def init_lib_data_animated(self):
|
|
self.reset_blender()
|
|
|
|
self.gen_library_data_()
|
|
|
|
ob = bpy.data.objects[0]
|
|
ob_ctrl = bpy.data.objects.new("LibController", None)
|
|
coll = bpy.data.collections[0]
|
|
coll.objects.link(ob_ctrl)
|
|
|
|
# Add some action & driver animation to `LibMesh`.
|
|
# Animate Y location.
|
|
ob.location[1] = 0.0
|
|
ob.keyframe_insert("location", index=1, frame=1)
|
|
ob.location[1] = -5.0
|
|
ob.keyframe_insert("location", index=1, frame=10)
|
|
|
|
# Drive X location.
|
|
ob_drv = ob.driver_add("location", 0)
|
|
ob_drv.driver.type = 'AVERAGE'
|
|
ob_drv_var = ob_drv.driver.variables.new()
|
|
ob_drv_var.type = 'TRANSFORMS'
|
|
ob_drv_var.targets[0].id = ob_ctrl
|
|
ob_drv_var.targets[0].transform_type = 'LOC_X'
|
|
|
|
# Add some action & driver animation to `LibController`.
|
|
# Animate X location.
|
|
ob_ctrl.location[0] = 0.0
|
|
ob_ctrl.keyframe_insert("location", index=0, frame=1)
|
|
ob_ctrl.location[0] = 5.0
|
|
ob_ctrl.keyframe_insert("location", index=0, frame=10)
|
|
|
|
output_dir = self.args.output_dir
|
|
self.ensure_path(output_dir)
|
|
# Take care to keep the name unique so multiple test jobs can run at once.
|
|
output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_animated"))
|
|
|
|
bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
|
|
|
|
return output_lib_path
|
|
|
|
def init_lib_data_indirect_lib(self):
|
|
output_dir = self.args.output_dir
|
|
self.ensure_path(output_dir)
|
|
|
|
# Create an indirect library containing a material, and an image texture.
|
|
self.reset_blender()
|
|
|
|
self.gen_indirect_library_data_()
|
|
|
|
# Take care to keep the name unique so multiple test jobs can run at once.
|
|
output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_indirect_material"))
|
|
|
|
bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
|
|
|
|
# Create a main library containing object etc., and linking material from indirect library.
|
|
self.reset_blender()
|
|
|
|
link_dir = os.path.join(output_lib_path, "Material")
|
|
bpy.ops.wm.link(directory=link_dir, filename="LibMaterial")
|
|
ma = bpy.data.materials[0]
|
|
|
|
self.gen_library_data_()
|
|
|
|
me = bpy.data.meshes[0]
|
|
me.materials.append(ma)
|
|
|
|
output_dir = self.args.output_dir
|
|
self.ensure_path(output_dir)
|
|
# Take care to keep the name unique so multiple test jobs can run at once.
|
|
output_lib_path = os.path.join(output_dir, self.unique_blendfile_name("blendlib_indirect_main"))
|
|
|
|
bpy.ops.wm.save_as_mainfile(filepath=output_lib_path, check_existing=False, compress=False)
|
|
|
|
return output_lib_path
|