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authorJulien Duroure <julien.duroure@gmail.com>2022-07-13 13:15:28 +0300
committerJulien Duroure <julien.duroure@gmail.com>2022-07-13 13:15:28 +0300
commit2fcac97522dee91d8f444055b9a996fea7d36e40 (patch)
treed62f51df403dfc1e9187d7a0cad738ac54b987ae
parent08d13c024f60b03e7f525082db9fb12fbc576502 (diff)
glTF exporter: Manage all 4 types of Vertex Colors (corner/point - byte/float)
-rwxr-xr-xio_scene_gltf2/__init__.py2
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_extract.py43
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_primitive_attributes.py20
3 files changed, 46 insertions, 19 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index be8aa8ed..98210e82 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -4,7 +4,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (3, 3, 16),
+ "version": (3, 3, 17),
'blender': (3, 3, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
index d4f34126..93947acb 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
@@ -39,6 +39,18 @@ def extract_primitives(blender_mesh, uuid_for_skined_data, blender_vertex_groups
if export_settings[gltf2_blender_export_keys.COLORS]:
color_max = len(blender_mesh.vertex_colors)
+ colors_attributes = []
+ rendered_color_idx = blender_mesh.attributes.render_color_index
+
+ if color_max > 0:
+ colors_attributes.append(rendered_color_idx)
+ # Then find other ones
+ colors_attributes.extend([
+ i for i in range(len(blender_mesh.color_attributes)) if i != rendered_color_idx \
+ and blender_mesh.vertex_colors.find(blender_mesh.color_attributes[i].name) != -1
+ ])
+
+
armature = None
skin = None
if blender_vertex_groups and export_settings[gltf2_blender_export_keys.SKINS]:
@@ -110,7 +122,7 @@ def extract_primitives(blender_mesh, uuid_for_skined_data, blender_vertex_groups
dot_fields += [('tx', np.float32), ('ty', np.float32), ('tz', np.float32), ('tw', np.float32)]
for uv_i in range(tex_coord_max):
dot_fields += [('uv%dx' % uv_i, np.float32), ('uv%dy' % uv_i, np.float32)]
- for col_i in range(color_max):
+ for col_i, _ in enumerate(colors_attributes):
dot_fields += [
('color%dr' % col_i, np.float32),
('color%dg' % col_i, np.float32),
@@ -163,8 +175,12 @@ def extract_primitives(blender_mesh, uuid_for_skined_data, blender_vertex_groups
dots['uv%dy' % uv_i] = uvs[:, 1]
del uvs
- for col_i in range(color_max):
- colors = __get_colors(blender_mesh, col_i)
+ colors_types = []
+ for col_i, blender_col_i in enumerate(colors_attributes):
+ colors, colors_type, domain = __get_colors(blender_mesh, col_i, blender_col_i)
+ if domain == "POINT":
+ colors = colors[dots['vertex_index']]
+ colors_types.append(colors_type)
dots['color%dr' % col_i] = colors[:, 0]
dots['color%dg' % col_i] = colors[:, 1]
dots['color%db' % col_i] = colors[:, 2]
@@ -251,13 +267,16 @@ def extract_primitives(blender_mesh, uuid_for_skined_data, blender_vertex_groups
uvs[:, 1] = prim_dots['uv%dy' % tex_coord_i]
attributes['TEXCOORD_%d' % tex_coord_i] = uvs
- for color_i in range(color_max):
+ for color_i, _ in enumerate(colors_attributes):
colors = np.empty((len(prim_dots), 4), dtype=np.float32)
colors[:, 0] = prim_dots['color%dr' % color_i]
colors[:, 1] = prim_dots['color%dg' % color_i]
colors[:, 2] = prim_dots['color%db' % color_i]
colors[:, 3] = prim_dots['color%da' % color_i]
- attributes['COLOR_%d' % color_i] = colors
+ attributes['COLOR_%d' % color_i] = {}
+ attributes['COLOR_%d' % color_i]["data"] = colors
+
+ attributes['COLOR_%d' % color_i]["norm"] = colors_types[color_i] == "BYTE_COLOR"
if skin:
joints = [[] for _ in range(num_joint_sets)]
@@ -525,13 +544,15 @@ def __get_uvs(blender_mesh, uv_i):
return uvs
-def __get_colors(blender_mesh, color_i):
- colors = np.empty(len(blender_mesh.loops) * 4, dtype=np.float32)
- layer = blender_mesh.vertex_colors[color_i]
- blender_mesh.color_attributes[layer.name].data.foreach_get('color', colors)
- colors = colors.reshape(len(blender_mesh.loops), 4)
+def __get_colors(blender_mesh, color_i, blender_color_i):
+ if blender_mesh.color_attributes[blender_color_i].domain == "POINT":
+ colors = np.empty(len(blender_mesh.vertices) * 4, dtype=np.float32) #POINT
+ else:
+ colors = np.empty(len(blender_mesh.loops) * 4, dtype=np.float32) #CORNER
+ blender_mesh.color_attributes[blender_color_i].data.foreach_get('color', colors)
+ colors = colors.reshape(-1, 4)
# colors are already linear, no need to switch color space
- return colors
+ return colors, blender_mesh.color_attributes[blender_color_i].data_type, blender_mesh.color_attributes[blender_color_i].domain
def __get_bone_data(blender_mesh, skin, blender_vertex_groups):
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_primitive_attributes.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_primitive_attributes.py
index 72f0268c..f28a1f10 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_primitive_attributes.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_primitive_attributes.py
@@ -124,28 +124,34 @@ def __gather_colors(blender_primitive, export_settings):
color_index = 0
color_id = 'COLOR_' + str(color_index)
while blender_primitive["attributes"].get(color_id) is not None:
- colors = blender_primitive["attributes"][color_id]
+ colors = blender_primitive["attributes"][color_id]["data"]
if type(colors) is not np.ndarray:
colors = np.array(colors, dtype=np.float32)
colors = colors.reshape(len(colors) // 4, 4)
- # Convert to normalized ushorts
- colors *= 65535
- colors += 0.5 # bias for rounding
- colors = colors.astype(np.uint16)
+ if blender_primitive["attributes"][color_id]["norm"] is True:
+ comp_type = gltf2_io_constants.ComponentType.UnsignedShort
+
+ # Convert to normalized ushorts
+ colors *= 65535
+ colors += 0.5 # bias for rounding
+ colors = colors.astype(np.uint16)
+
+ else:
+ comp_type = gltf2_io_constants.ComponentType.Float
attributes[color_id] = gltf2_io.Accessor(
buffer_view=gltf2_io_binary_data.BinaryData(colors.tobytes()),
byte_offset=None,
- component_type=gltf2_io_constants.ComponentType.UnsignedShort,
+ component_type=comp_type,
count=len(colors),
extensions=None,
extras=None,
max=None,
min=None,
name=None,
- normalized=True,
+ normalized=blender_primitive["attributes"][color_id]["norm"],
sparse=None,
type=gltf2_io_constants.DataType.Vec4,
)