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__init__.py
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__init__.py
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import datetime
import os
import zipfile
import io
import json
import webbrowser
import requests
import shutil
import bpy
from bpy.types import Panel, Operator
bl_info = {
"name": "NPR Shader",
"blender": (4, 0, 2),
"category": "3D View",
"location": "3D View > NPR Shader",
"version": (3, 0, 0),
"author": "Kent Edoloverio",
"description": "Add Non-photo realistic Shader to your Meshes",
"wiki_url": "",
"tracker_url": "",
}
class GithubEngine:
def __init__(self):
self._api_url = 'https://api.github.com'
self._token = None
self._user = None
self._repo = None
self._current_version = None
self._latest_version = None
self._response = None
self._update_date = None
def clear_state(self):
self._token = None
self._user = None
self._repo = None
self._current_version = None
self._latest_version = None
self._response = None
self._update_date = None
@property
def token(self):
return self._token
@token.setter
def token(self, value):
if value is None:
self._token = None
else:
self._token = str(value)
@property
def user(self):
return self._user
@user.setter
def user(self, value):
self._user = str(value)
@property
def repo(self):
return self._repo
@repo.setter
def repo(self, value):
self._repo = str(value)
@property
def api_url(self):
return self._api_url
@property
def update_date(self):
return self._update_date
@api_url.setter
def api_url(self, value):
if not self.check_is_url(value):
raise ValueError("Not a valid URL: " + value)
self._api_url = value
@staticmethod
def check_is_url(url):
if not ("http://" in url or "https://" in url):
return False
if "." not in url:
return False
return True
def delete_file_in_folder(self):
"""
The function `delete_file_in_folder` deletes all files inside a specified folder.
"""
folder_path = os.path.join(
os.path.dirname(__file__), "..", f"{self.repo}")
directories = [item for item in os.listdir(
folder_path) if os.path.isdir(os.path.join(folder_path, item))]
try:
for directory_name in directories:
if directory_name.startswith(f"{self.user}"):
target_folder = os.path.join(folder_path, directory_name)
for root, dirs, files in os.walk(target_folder):
for file in files:
file_path = os.path.join(root, file)
if file == "version_info.json":
os.remove(file_path)
print(f"Files inside {folder_path} deleted successfully.")
except FileNotFoundError as e:
print(f"Error deleting files in {folder_path}: {e}")
def delete_folder(self):
"""
The `delete_folder` function deletes a specific folder and its contents within a given
repository.
"""
folder_path = os.path.join(
os.path.dirname(__file__), "..", f"{self.repo}")
directories = [item for item in os.listdir(
folder_path) if os.path.isdir(os.path.join(folder_path, item))]
try:
for directory_name in directories:
if directory_name.startswith(f"{self.user}"):
target_folder = os.path.join(folder_path, directory_name)
shutil.rmtree(target_folder)
print(f"Folder {folder_path} deleted successfully.")
except FileNotFoundError as e:
print(f"Error deleting folder {folder_path}: {e}")
def extract_folder(self):
"""
The function `extract_folder` extracts the contents of a specific folder from a given repository
and copies them to the base path.
"""
folder_path = os.path.join(
os.path.dirname(__file__), "..", f"{self.repo}")
directories = [item for item in os.listdir(
folder_path) if os.path.isdir(os.path.join(folder_path, item))]
# Find the specific folder that starts with username
target_folder = None
for directory_name in directories:
if directory_name.startswith(f"{self.user}"):
target_folder = os.path.join(folder_path, directory_name)
break
if target_folder is not None:
destination_folder = folder_path
print(f"Found target folder: {target_folder}")
for item in os.listdir(target_folder):
source_item_path = os.path.join(target_folder, item)
destination_item_path = os.path.join(destination_folder, item)
if os.path.isfile(source_item_path):
shutil.copy2(source_item_path, destination_item_path)
print("Contents extracted to base path.")
else:
print("Target folder not found.")
@bpy.app.handlers.persistent
def check_for_updates(self):
"""
The above function checks for updates of a Blender add-on by making a request to a specified API
endpoint and compares the latest version with the current version of the add-on.
:return: The code is returning the latest version of the addon, the current version of the
addon, and the update date.
"""
update_url = f"{self.api_url}/repos/{self.user}/{self.repo}/releases/latest"
addon_path = os.path.dirname(__file__)
try:
response = requests.get(update_url)
response.raise_for_status()
except requests.exceptions.RequestException as e:
print("Error checking for updates:", e)
if response.status_code != 200:
print("Response content:", response.content)
return None
data = json.loads(response.text)
date = datetime.datetime.now()
latest_version = data["tag_name"]
current_version = f"{bl_info['version'][0]}.{bl_info['version'][1]}.{bl_info['version'][2]}"
addon_version = {
"current_version": current_version,
"latest_version": latest_version,
"update_date": str(date),
}
json_file_path = os.path.join(addon_path, "version_info.json")
try:
with open(json_file_path, 'w') as json_file:
json.dump(addon_version, json_file, indent=1)
except zipfile.BadZipFile as e:
print("Error extracting zip file:", e)
return None
if self._latest_version != self._current_version:
return self._latest_version
return self._current_version, self._update_date
@bpy.app.handlers.persistent
def update(self):
"""
The `update` function downloads a zip file from a specified URL, extracts its contents, and
performs some additional operations on the extracted files.
:return: None if there is an error extracting the zip file.
"""
zipball_url = f"{self.api_url}/repos/{self.user}/{self.repo}/zipball/{self.check_for_updates()}"
response = requests.get(zipball_url)
self._response = response
addon_path = os.path.dirname(__file__)
zip_data = io.BytesIO(response.content)
try:
with zipfile.ZipFile(zip_data, 'r') as zip_ref:
zip_ref.extractall(addon_path)
self.extract_folder()
self.delete_file_in_folder()
self.delete_folder()
except zipfile.BadZipFile as e:
print("Error extracting zip file:", e)
return None
engine = GithubEngine()
class NPR_Shader(Operator):
bl_idname = "material.append_npr_nodes"
bl_label = "Add NPR Shader"
def __init__(self):
self.source_file = os.path.join(os.path.dirname(
__file__), "..", "NprEevee/data", "NprShader.blend")
def import_file(self):
if not os.path.isfile(self.source_file):
self.report(
{'ERROR'}, "File not found: {}".format(self.source_file))
return {'FINISHED'}
def create_node_group(self, context):
bpy.ops.object.material_slot_add()
npr_material = bpy.data.materials.new(name='NPR Shader')
npr_material.use_nodes = True
npr_material.node_tree.nodes.remove(
npr_material.node_tree.nodes.get('Principled BSDF'))
mesh = context.object.data
mesh.materials.clear()
mesh.materials.append(npr_material)
for mat in bpy.data.materials:
if "TestMat" in mat.name:
nodes = mat.node_tree.nodes
for node in nodes:
if node.type != 'OUTPUT_MATERIAL': # skip the material output node as we'll need it later
nodes.remove(node)
npr_group = bpy.data.node_groups.new(
type="ShaderNodeTree", name="NPR Shader")
# setup nodes inside the group
group_in = npr_group.nodes.new("NodeGroupInput")
group_in.location = (-1250, 350)
npr_group.inputs.new('NodeSocketColor', 'Base Color')
npr_group.inputs.new('NodeSocketColor', 'Shadow Color')
npr_group.inputs.new('NodeSocketColor', 'Key Light Color')
npr_group.inputs.new('NodeSocketColor', 'Fill Light Color')
npr_group.inputs.new('NodeSocketColor', 'Back Light Color')
npr_group.inputs.new('NodeSocketColor', 'Outline Color')
npr_group.inputs.new('NodeSocketFloatFactor', 'Outline Minus')
npr_group.inputs.new('NodeSocketFloatFactor', 'Outline Size')
npr_group.inputs.new('NodeSocketFloatFactor', 'Outline Mask')
npr_group.inputs.new('NodeSocketColor', 'Specular Color')
npr_group.inputs.new('NodeSocketFloatFactor', 'Softness')
npr_group.inputs.new('NodeSocketFloatFactor', 'Offset X')
npr_group.inputs.new('NodeSocketFloatFactor', 'Offset Y')
npr_group.inputs.new('NodeSocketFloatFactor', 'Offset Z')
groupin_keylight = npr_group.nodes.new("NodeGroupInput")
groupin_keylight.location = (-600, -600)
group_out = npr_group.nodes.new("NodeGroupOutput")
group_out.location = (650, 400)
npr_group.outputs.new('NodeSocketColor', 'Color')
# CONNECTING NODES
link = npr_group.links.new
# Diffuse BSDF
diffuse_bsdf = npr_group.nodes.new(type="ShaderNodeBsdfDiffuse")
diffuse_bsdf.location = (-950, -350)
# Shader To RGB
shaderto_rgb_1 = npr_group.nodes.new(type="ShaderNodeShaderToRGB")
shaderto_rgb_1.location = (-700, -400)
# Separate Color
separate_color = npr_group.nodes.new(type="ShaderNodeSeparateColor")
separate_color.location = (-500, -400)
# KEY LIGHT SECTION
"""Color Ramp"""
color_ramp_1 = npr_group.nodes.new(type="ShaderNodeValToRGB")
color_ramp_1.location = (-300, -150)
color_ramp_1.color_ramp.interpolation = "CONSTANT"
# Color1
color_ramp_1.color_ramp.elements.new(0.400)
color_ramp_1.color_ramp.elements[1].color = (1, 1, 1, 1)
# Color2
color_ramp_1.color_ramp.elements.new(0.396)
color_ramp_1.color_ramp.elements[0].color = (0, 0, 0, 1)
color_ramp_1.color_ramp.elements.remove(
color_ramp_1.color_ramp.elements[0])
color_ramp_1.color_ramp.elements.remove(
color_ramp_1.color_ramp.elements[2])
color_ramp_2 = npr_group.nodes.new(type="ShaderNodeValToRGB")
color_ramp_2.location = (-300, -450)
color_ramp_2.color_ramp.interpolation = "CONSTANT"
# Color1
color_ramp_2.color_ramp.elements.new(0.900)
color_ramp_2.color_ramp.elements[1].color = (1, 1, 1, 1)
# Color2
color_ramp_2.color_ramp.elements.new(0.899)
color_ramp_2.color_ramp.elements[0].color = (0, 0, 0, 1)
color_ramp_2.color_ramp.elements.remove(
color_ramp_2.color_ramp.elements[0])
color_ramp_2.color_ramp.elements.remove(
color_ramp_2.color_ramp.elements[2])
color_ramp_3 = npr_group.nodes.new(type="ShaderNodeValToRGB")
color_ramp_3.location = (-300, -750)
color_ramp_3.color_ramp.interpolation = "CONSTANT"
# Color1
color_ramp_3.color_ramp.elements.new(0.400)
color_ramp_3.color_ramp.elements[1].color = (1, 1, 1, 1)
# Color2
color_ramp_3.color_ramp.elements.new(0.388)
color_ramp_3.color_ramp.elements[0].color = (0, 0, 0, 1)
color_ramp_3.color_ramp.elements.remove(
color_ramp_3.color_ramp.elements[0])
color_ramp_3.color_ramp.elements.remove(
color_ramp_3.color_ramp.elements[2])
"""MIX RGB"""
mix_rgb_1 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_1.location = (0, -150)
mix_rgb_1.blend_type = 'MULTIPLY'
mix_rgb_1.inputs[0].default_value = 1
mix_rgb_2 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_2.location = (0, -450)
mix_rgb_2.blend_type = 'MULTIPLY'
mix_rgb_2.inputs[0].default_value = 1
mix_rgb_3 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_3.location = (0, -750)
mix_rgb_3.blend_type = 'MULTIPLY'
mix_rgb_3.inputs[0].default_value = 1
# OUTLINE SECTION
color_ramp_4 = npr_group.nodes.new(type="ShaderNodeValToRGB")
color_ramp_4.location = (-300, 700)
color_ramp_4.color_ramp.interpolation = "CONSTANT"
# Color1
color_ramp_4.color_ramp.elements.new(0.600)
color_ramp_4.color_ramp.elements[0].color = (0, 0, 0, 1)
# Color2
color_ramp_4.color_ramp.elements.new(0.599)
color_ramp_4.color_ramp.elements[1].color = (1, 1, 1, 1)
color_ramp_4.color_ramp.elements.remove(
color_ramp_4.color_ramp.elements[0])
color_ramp_4.color_ramp.elements.remove(
color_ramp_4.color_ramp.elements[2])
"""Math"""
math_node_1 = npr_group.nodes.new(type="ShaderNodeMath")
math_node_1.location = (-500, 700)
math_node_1.operation = "POWER"
math_node_2 = npr_group.nodes.new(type="ShaderNodeMath")
math_node_2.location = (-700, 700)
math_node_2.operation = "MULTIPLY"
math_node_3 = npr_group.nodes.new(type="ShaderNodeMath")
math_node_3.location = (-900, 700)
math_node_3.operation = "ADD"
math_node_4 = npr_group.nodes.new(type="ShaderNodeMath")
math_node_4.location = (-1100, 700)
math_node_4.operation = "MULTIPLY"
"""Layer Weight"""
layer_weight_1 = npr_group.nodes.new(type="ShaderNodeLayerWeight")
layer_weight_1.location = (-700, 900)
layer_weight_1.inputs[0].default_value = 0.5
# SPECULAR SECTION
color_ramp_5 = npr_group.nodes.new(type="ShaderNodeValToRGB")
color_ramp_5.location = (-300, 2000)
color_ramp_5.color_ramp.interpolation = "CONSTANT"
# Color1
color_ramp_5.color_ramp.elements.new(0.090)
color_ramp_5.color_ramp.elements[0].color = (0, 0, 0, 1)
# Color2
color_ramp_5.color_ramp.elements.new(0.100)
color_ramp_5.color_ramp.elements[1].color = (1, 1, 1, 1)
color_ramp_5.color_ramp.elements.remove(
color_ramp_5.color_ramp.elements[0])
color_ramp_5.color_ramp.elements.remove(
color_ramp_5.color_ramp.elements[2])
color_ramp_6 = npr_group.nodes.new(type="ShaderNodeValToRGB")
color_ramp_6.location = (-300, 1700)
color_ramp_6.color_ramp.interpolation = "CONSTANT"
# Color1
color_ramp_6.color_ramp.elements.new(0.090)
color_ramp_6.color_ramp.elements[0].color = (0, 0, 0, 1)
# Color2
color_ramp_6.color_ramp.elements.new(0.100)
color_ramp_6.color_ramp.elements[1].color = (1, 1, 1, 1)
color_ramp_6.color_ramp.elements.remove(
color_ramp_6.color_ramp.elements[0])
color_ramp_6.color_ramp.elements.remove(
color_ramp_6.color_ramp.elements[2])
"""Mix RGB"""
mix_rgb_4 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_4.location = (450, 1800)
mix_rgb_4.blend_type = 'MULTIPLY'
mix_rgb_4.inputs[0].default_value = 1
# mix_rgb_4.inputs[0] # Fac output is connected to 'Softness' Group Input
mix_rgb_5 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_5.location = (100, 1800)
mix_rgb_5.blend_type = 'MIX'
"""Shader To RGB"""
shaderto_rgb_2 = npr_group.nodes.new(type="ShaderNodeShaderToRGB")
shaderto_rgb_2.location = (-550, 2000)
"""Specular BDSF"""
specular_bdsf = npr_group.nodes.new(type="ShaderNodeEeveeSpecular")
specular_bdsf.location = (-750, 2000)
"""Vector Math"""
vector_math_1 = npr_group.nodes.new(type="ShaderNodeVectorMath")
vector_math_1.location = (-950, 2000)
vector_math_1.operation = "ADD"
"""Geometry"""
geometry_1 = npr_group.nodes.new(type="ShaderNodeNewGeometry")
geometry_1.location = (-1250, 2000)
"""Combine XYZ"""
combine_xyz = npr_group.nodes.new(type="ShaderNodeCombineXYZ")
combine_xyz.location = (-1550, 2000)
# NEAR LIGHT / BASE SECTION
"""Mix RGB"""
mix_rgb_7 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_7.location = (350, -200)
mix_rgb_7.blend_type = 'LIGHTEN'
mix_rgb_7.inputs[0].default_value = 1
mix_rgb_8 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_8.location = (450, -250)
mix_rgb_8.blend_type = 'MULTIPLY'
mix_rgb_8.inputs[0].default_value = 1
mix_rgb_9 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_9.location = (650, -350)
mix_rgb_9.blend_type = 'ADD'
mix_rgb_9.inputs[0].default_value = 1
mix_rgb_10 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_10.location = (850, -550)
mix_rgb_10.blend_type = 'ADD'
mix_rgb_10.inputs[0].default_value = 1
mix_rgb_11 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_11.location = (1050, -650)
mix_rgb_11.blend_type = 'MIX'
mix_rgb_11.inputs[0].default_value = 1
mix_rgb_12 = npr_group.nodes.new(type="ShaderNodeMixRGB")
mix_rgb_12.location = (1150, -750)
mix_rgb_12.blend_type = 'ADD'
mix_rgb_12.inputs[0].default_value = 1
# DIFFUSE SECTION
link(diffuse_bsdf.outputs[0], shaderto_rgb_1.inputs[0])
link(shaderto_rgb_1.outputs[0], separate_color.inputs[0])
# KEY LIGHT SECTION
link(separate_color.outputs[0], color_ramp_1.inputs[0])
link(separate_color.outputs[1], color_ramp_2.inputs[0])
link(separate_color.outputs[2], color_ramp_3.inputs[0])
link(color_ramp_1.outputs[0], mix_rgb_1.inputs[1])
link(color_ramp_2.outputs[0], mix_rgb_2.inputs[1])
link(color_ramp_3.outputs[0], mix_rgb_3.inputs[1])
link(mix_rgb_1.inputs[2], groupin_keylight.outputs[2])
link(mix_rgb_2.inputs[2], groupin_keylight.outputs[3])
link(mix_rgb_3.inputs[2], groupin_keylight.outputs[4])
# OUTLINE SECTION
# link(color_ramp_4.outputs[0], mix_rgb_11.inputs[0])
link(math_node_1.outputs[0], color_ramp_4.inputs[0])
link(layer_weight_1.outputs[0], math_node_1.inputs[0])
link(math_node_2.outputs[0], math_node_1.inputs[1])
link(separate_color.outputs[1], math_node_2.inputs[0])
link(math_node_3.outputs[0], math_node_2.inputs[1])
link(group_in.outputs[7], math_node_3.inputs[1])
link(math_node_4.outputs[0], math_node_3.inputs[0])
link(group_in.outputs[8], math_node_4.inputs[0])
link(group_in.outputs[6], math_node_4.inputs[1])
# SPECULAR SECTION
# link(mix_rgb_5.outputs[0], mix_rgb_9.inputs[2])
link(mix_rgb_5.outputs[0], mix_rgb_4.inputs[1])
link(color_ramp_5.outputs[0], mix_rgb_5.inputs[1])
link(color_ramp_6.outputs[0], mix_rgb_5.inputs[2])
link(color_ramp_6.outputs[1], mix_rgb_4.inputs[2])
link(shaderto_rgb_2.outputs[0], color_ramp_5.inputs[0])
link(shaderto_rgb_2.outputs[0], color_ramp_6.inputs[0])
link(specular_bdsf.outputs[0], shaderto_rgb_2.inputs[0])
link(vector_math_1.outputs[0], specular_bdsf.inputs[5])
link(geometry_1.outputs[1], vector_math_1.inputs[0])
link(combine_xyz.outputs[0], vector_math_1.inputs[1])
link(group_in.outputs[9], mix_rgb_4.inputs[2])
link(group_in.outputs[10], mix_rgb_5.inputs[0])
link(group_in.outputs[11], combine_xyz.inputs[0])
link(group_in.outputs[12], combine_xyz.inputs[1])
link(group_in.outputs[13], combine_xyz.inputs[2])
# NEAR KEY LIGHT / BASE COLOR
link(mix_rgb_1.outputs[0], mix_rgb_7.inputs[1])
link(mix_rgb_7.outputs[0], mix_rgb_8.inputs[1])
link(mix_rgb_8.outputs[0], mix_rgb_9.inputs[1])
link(mix_rgb_2.outputs[0], mix_rgb_9.inputs[2])
link(mix_rgb_9.outputs[0], mix_rgb_10.inputs[1])
link(mix_rgb_4.outputs[0], mix_rgb_10.inputs[2])
link(mix_rgb_10.outputs[0], mix_rgb_11.inputs[2])
link(color_ramp_4.outputs[0], mix_rgb_11.inputs[0])
link(mix_rgb_11.outputs[0], mix_rgb_12.inputs[1])
link(mix_rgb_3.outputs[0], mix_rgb_12.inputs[2])
link(group_in.outputs[5], mix_rgb_11.inputs[1])
link(group_in.outputs[1], mix_rgb_7.inputs[2])
link(group_in.outputs[0], mix_rgb_8.inputs[2])
link(mix_rgb_12.outputs[0], group_out.inputs[0])
# Add Node Group into Node Editor
tree = bpy.context.object.active_material.node_tree
group_node = tree.nodes.new("ShaderNodeGroup")
group_node.node_tree = npr_group
group_node.location = (-40, 300)
group_node.use_custom_color = True
group_node.color = (0, 0, 0)
group_node.inputs[0].default_value = (0.044, 0.034, 0.238, 1)
group_node.inputs[1].default_value = (0.266, 0.168, 0.753, 1)
group_node.inputs[2].default_value = (1, 0.275, 0.440, 1)
group_node.inputs[3].default_value = (1, 0.815, 0.440, 1)
group_node.inputs[4].default_value = (0.184, 0.056, 0.708, 1)
group_node.inputs[5].default_value = (0, 0, 0, 1)
group_node.inputs[6].default_value = 10
group_node.inputs[7].default_value = 9
group_node.inputs[8].default_value = 0.5
group_node.inputs[9].default_value = (0.051, 0.054, 0.098, 1)
group_node.inputs[10].default_value = 1
group_node.width = 250
shader_node_output_material_node = tree.nodes["Material Output"]
links = tree.links
links.new(group_node.outputs[0],
shader_node_output_material_node.inputs[0])
def import_node_group(self, node_group_name):
with bpy.data.libraries.load(self.source_file, link=False) as (data_from, data_to):
if node_group_name in data_from.node_groups:
data_to.node_groups = [node_group_name]
if not data_to.node_groups or not data_to.node_groups[0]:
self.report(
{'ERROR'}, "Failed to load the node group: {}".format(node_group_name))
self.report(
{'INFO'}, "Creating new node group: {}".format(node_group_name))
self.create_node_group
return {'FINISHED'}
material = bpy.data.materials.new(name=node_group_name)
material.use_nodes = True
if bpy.context.object is not None:
bpy.context.object.data.materials.append(material)
tree = material.node_tree
group_node = tree.nodes.new(type='ShaderNodeGroup')
group_node.node_tree = data_to.node_groups[0]
group_node.location = (-40, 300)
group_node.use_custom_color = True
group_node.color = (0, 0, 0)
group_node.inputs[0].default_value = (0.044, 0.034, 0.238, 1)
group_node.inputs[1].default_value = (0.266, 0.168, 0.753, 1)
group_node.inputs[2].default_value = (1, 0.275, 0.440, 1)
group_node.inputs[3].default_value = (1, 0.815, 0.440, 1)
group_node.inputs[4].default_value = (0.184, 0.056, 0.708, 1)
group_node.inputs[5].default_value = (0, 0, 0, 1)
group_node.inputs[6].default_value = 10
group_node.inputs[7].default_value = 9
group_node.inputs[8].default_value = 0.5
group_node.inputs[9].default_value = (0.051, 0.054, 0.098, 1)
group_node.inputs[10].default_value = 1
group_node.width = 250
principled_bsdf_node = tree.nodes.get('Principled BSDF')
if principled_bsdf_node:
tree.nodes.remove(principled_bsdf_node)
shader_node_output_material_node = tree.nodes.get('Material Output')
if shader_node_output_material_node:
links = tree.links
links.new(
group_node.outputs[0], shader_node_output_material_node.inputs[0])
self.report(
{'INFO'}, "Successfully appended node group: {}".format(node_group_name))
return {'FINISHED'}
def execute(self, context):
self.import_file()
self.import_node_group("NPREEVEE")
return {"FINISHED"}
class Outline(Operator):
bl_idname = "material.append_outline"
bl_label = "Add Outline"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# Solidify Modifier
bpy.ops.object.modifier_add(type='SOLIDIFY')
bpy.context.object.modifiers["Solidify"].thickness = 0.02
bpy.context.object.modifiers["Solidify"].offset = -1
bpy.context.object.modifiers["Solidify"].use_rim = False
bpy.context.object.modifiers["Solidify"].use_flip_normals = True
bpy.context.object.modifiers["Solidify"].use_quality_normals = True
bpy.context.object.modifiers["Solidify"].material_offset = 1
# Outline Material Shader
bpy.ops.object.material_slot_add()
outline_material = bpy.data.materials.new(name='NPR Outline')
outline_material.use_nodes = True
outline_material.use_backface_culling = True
outline_material.node_tree.nodes.remove(
outline_material.node_tree.nodes.get('Principled BSDF'))
material_output = outline_material.node_tree.nodes.get(
'Material Output')
diffuse = outline_material.node_tree.nodes.new('ShaderNodeBsdfDiffuse')
diffuse.inputs['Color'].default_value = (
0, 0, 0, 1) # last value alpha
outline_material.node_tree.links.new(
material_output.inputs[0], diffuse.outputs[0])
bpy.context.object.active_material = outline_material
return {'FINISHED'}
# The `Release_Notes` class is an operator in Blender that opens the release notes of an addon in a
# web browser.
class Release_Notes(bpy.types.Operator):
bl_label = "View the Release Notes"
bl_idname = "addonupdater.release_notes"
def execute(self, context):
webbrowser.open(
f"https://github.com/{engine.user}/{engine.repo}", new=1)
return {'FINISHED'}
# The above class is an operator in Blender that checks for updates to an add-on and updates it if a
# new version is available.
class Update(bpy.types.Operator):
bl_label = "Update"
bl_idname = "addonupdater.checkupdate"
@classmethod
def poll(cls, context):
return engine._current_version != engine._latest_version
def execute(self, context):
engine.update()
if engine._response.status_code != 200:
self.report({'ERROR'}, "Error getting update")
return {'CANCELLED'}
if engine._current_version == engine._latest_version:
self.report(
{'ERROR'}, "You are already using the latest version of the add-on.")
return {'CANCELLED'}
self.report(
{'INFO'}, "Add-on has been updated. Please restart Blender to apply changes.")
return {'FINISHED'}
# The Check_for_update class is a Blender operator that checks for updates to an add-on and reports if
# a new version is available.
class Check_for_update(bpy.types.Operator):
bl_label = "Check Update"
bl_idname = "addonupdater.update"
def invoke(self, context, event):
self.execute(self)
return {'FINISHED'}
def execute(self, context):
engine.check_for_updates()
if not engine.user or not engine.repo:
self.report(
{'ERROR'}, "GitHub user and repository details are not set.")
return {'CANCELLED'}
if engine._current_version != engine._latest_version:
self.report({'INFO'}, "A new version is available!")
elif engine._current_version == engine._latest_version:
self.report(
{'INFO'}, "You are already using the latest version of the add-on.")
return {'FINISHED'}
# The above class is an addon preferences class in Python that displays information about the latest
# version of the addon and provides options to check for updates and update the addon.
class AddonPreferences(bpy.types.AddonPreferences):
bl_idname = __name__
def draw(self, context):
layout = self.layout
box = layout.box()
row = box.row()
row.scale_y = 2
row.operator("addonupdater.release_notes", icon="HELP")
row = box.row()
row.scale_y = 2
row.operator(Check_for_update.bl_idname, icon="TRIA_DOWN_BAR")
row.scale_y = 2
row.alert = True
row.operator(Update.bl_idname, icon="FILE_REFRESH")
json_file_path = os.path.join(
os.path.dirname(__file__), "version_info.json")
try:
with open(json_file_path, 'r') as json_file:
version_info = json.load(json_file)
engine._update_date = version_info.get("update_date")
engine._latest_version = version_info.get("latest_version")
engine._current_version = version_info.get("current_version")
if engine._latest_version is not None:
row = box.row()
row.label(
text=f"Version: {engine._latest_version}")
elif engine._current_version == engine._latest_version:
row = box.row()
row.label(
text=f"You are using the latest version: {engine._latest_version}")
if engine._update_date is not None:
row = box.row()
row.label(text=f"Last update: {engine._update_date}")
except json.decoder.JSONDecodeError as e:
print(f"Error loading JSON file: {e}")
row = box.row()
row.label(text="Last update: Never")
except FileNotFoundError:
row = box.row()
row.label(text="Error loading version information.")
class ShaderPanel(Panel):
bl_label = "NPR Shader"
bl_idname = "npr_shader.panel"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS' if bpy.app.version < (2, 80) else 'UI'
bl_category = "NPR Shader"
def draw(self, context):
layout = self.layout
col = layout.row(align=False)
col.enabled = True
col.scale_x = 2.0
col.scale_y = 2.0
col.operator("material.append_npr_nodes")
col = layout.row(align=False)
col.enabled = True
col.scale_x = 2.0
col.scale_y = 2.0
col.operator("material.append_outline")
classes = (
AddonPreferences,
NPR_Shader,
Outline,
ShaderPanel,
Release_Notes,
Check_for_update,
Update,
)
def register():
engine.user = "kents00" # Replace this with your username
engine.repo = "NprEevee" # Replace this with your repository name
for cls in classes:
bpy.utils.register_class(cls)
def unregister():
engine.clear_state()
for cls in classes:
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()