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authorJulien Duroure <julien.duroure@gmail.com>2019-09-05 00:27:51 +0300
committerJulien Duroure <julien.duroure@gmail.com>2019-09-05 00:27:51 +0300
commit42f1e69458db9efcf61a79ea8ec0ba2bba2b74d9 (patch)
tree154b041f76d3499896398d744e18a8758f77347c
parente2311a730bce5b946af40bf4c9ed14eddf27ffcb (diff)
glTF importer: manage KHR_texture_transform extension for all textures
-rwxr-xr-xio_scene_gltf2/__init__.py2
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py8
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_map_normal.py8
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_map_occlusion.py8
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py7
5 files changed, 32 insertions, 1 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 56745a5f..468b845b 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (0, 9, 55),
+ "version": (0, 9, 56),
'blender': (2, 81, 6),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py b/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py
index b60045aa..11fae883 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_map_emissive.py
@@ -15,6 +15,7 @@
import bpy
from .gltf2_blender_texture import BlenderTextureInfo
from ..com.gltf2_blender_material_helpers import get_preoutput_node_output
+from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
class BlenderEmissiveMap():
@@ -82,6 +83,13 @@ class BlenderEmissiveMap():
].blender_image_name]
text.label = 'EMISSIVE'
text.location = -1000, 1000
+ if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
+ tex_transform = text.image['tex_transform'][str(pymaterial.emissive_texture.index)]
+ mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
+ mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
+ mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
+ mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
+ mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
# create links
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_map_normal.py b/io_scene_gltf2/blender/imp/gltf2_blender_map_normal.py
index 506f7305..631c68d1 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_map_normal.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_map_normal.py
@@ -14,6 +14,7 @@
import bpy
from .gltf2_blender_texture import BlenderTextureInfo
+from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
class BlenderNormalMap():
@@ -69,6 +70,13 @@ class BlenderNormalMap():
if text.image:
text.image.colorspace_settings.is_data = True
text.location = -500, -500
+ if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
+ tex_transform = text.image['tex_transform'][str(pymaterial.normal_texture.index)]
+ mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
+ mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
+ mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
+ mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
+ mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
normalmap_node = node_tree.nodes.new('ShaderNodeNormalMap')
normalmap_node.location = -250, -500
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_map_occlusion.py b/io_scene_gltf2/blender/imp/gltf2_blender_map_occlusion.py
index 6ee26962..0426ca54 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_map_occlusion.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_map_occlusion.py
@@ -15,6 +15,7 @@
import bpy
from .gltf2_blender_texture import BlenderTextureInfo
from ..com.gltf2_blender_material_helpers import get_gltf_node_name
+from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
class BlenderOcclusionMap():
@@ -99,6 +100,13 @@ class BlenderOcclusionMap():
gltf.data.textures[pymaterial.occlusion_texture.index].source
].blender_image_name]
text.label = 'OCCLUSION'
+ if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
+ tex_transform = text.image['tex_transform'][str(pymaterial.occlusion_texture.index)]
+ mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
+ mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
+ mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
+ mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
+ mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
# Links
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py b/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
index 62c3fb62..e60a557c 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_pbrMetallicRoughness.py
@@ -249,6 +249,13 @@ class BlenderPbr():
metallic_mapping = node_tree.nodes.new('ShaderNodeMapping')
metallic_mapping.location = -1000, 0
+ metallic_mapping.vector_type = 'POINT'
+ tex_transform = metallic_text.image['tex_transform'][str(pypbr.metallic_roughness_texture.index)]
+ metallic_mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
+ metallic_mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
+ metallic_mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
+ metallic_mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
+ metallic_mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
metallic_uvmap = node_tree.nodes.new('ShaderNodeUVMap')
metallic_uvmap.location = -1500, 0