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authorJulien Duroure <julien.duroure@gmail.com>2020-01-04 23:15:04 +0300
committerJulien Duroure <julien.duroure@gmail.com>2020-01-04 23:15:04 +0300
commit289fb2b8b89e7ded42f4655342d8359e6f1ae91f (patch)
tree3e8dfd4e9224dbd43ff2b6020b4688539731e5be /io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
parent73b85949a06c22c2cd06329ff7822aea1be9c99e (diff)
glTF exporter: Performance improvment on image export
Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_image.py49
1 files changed, 25 insertions, 24 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
index 183da33e..81da3780 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
@@ -24,7 +24,7 @@ from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
from io_scene_gltf2.io.exp import gltf2_io_binary_data
from io_scene_gltf2.io.exp import gltf2_io_image_data
from io_scene_gltf2.io.com import gltf2_io_debug
-from io_scene_gltf2.blender.exp import gltf2_blender_image
+from io_scene_gltf2.blender.exp.gltf2_blender_image import Channel, ExportImage
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
@@ -38,8 +38,8 @@ def gather_image(
return None
image_data = __get_image_data(blender_shader_sockets_or_texture_slots, export_settings)
- if image_data is None:
- # The blender image has no data
+ if image_data.empty():
+ # The export image has no data
return None
mime_type = __gather_mime_type(blender_shader_sockets_or_texture_slots, export_settings)
@@ -144,13 +144,13 @@ def __is_slot(sockets_or_slots):
return isinstance(sockets_or_slots[0], bpy.types.MaterialTextureSlot)
-def __get_image_data(sockets_or_slots, export_settings) -> gltf2_blender_image.ExportImage:
+def __get_image_data(sockets_or_slots, export_settings) -> ExportImage:
# For shared resources, such as images, we just store the portion of data that is needed in the glTF property
# in a helper class. During generation of the glTF in the exporter these will then be combined to actual binary
# resources.
if __is_socket(sockets_or_slots):
results = [__get_tex_from_socket(socket, export_settings) for socket in sockets_or_slots]
- composed_image = None
+ composed_image = ExportImage()
for result, socket in zip(results, sockets_or_slots):
if result.shader_node.image.channels == 0:
gltf2_io_debug.print_console("WARNING",
@@ -159,44 +159,45 @@ def __get_image_data(sockets_or_slots, export_settings) -> gltf2_blender_image.E
continue
# rudimentarily try follow the node tree to find the correct image data.
- source_channel = 0
+ src_chan = Channel.R
for elem in result.path:
if isinstance(elem.from_node, bpy.types.ShaderNodeSeparateRGB):
- source_channel = {
- 'R': 0,
- 'G': 1,
- 'B': 2
+ src_chan = {
+ 'R': Channel.R,
+ 'G': Channel.G,
+ 'B': Channel.B,
}[elem.from_socket.name]
- image = gltf2_blender_image.ExportImage.from_blender_image(result.shader_node.image)
-
- target_channel = None
+ dst_chan = None
# some sockets need channel rewriting (gltf pbr defines fixed channels for some attributes)
if socket.name == 'Metallic':
- target_channel = 2
+ dst_chan = Channel.B
elif socket.name == 'Roughness':
- target_channel = 1
+ dst_chan = Channel.G
elif socket.name == 'Occlusion' and len(sockets_or_slots) > 1 and sockets_or_slots[1] is not None:
- target_channel = 0
+ dst_chan = Channel.R
elif socket.name == 'Alpha' and len(sockets_or_slots) > 1 and sockets_or_slots[1] is not None:
- composed_image.set_alpha(True)
- target_channel = 3
+ dst_chan = Channel.A
- if target_channel is not None:
- if composed_image is None:
- composed_image = gltf2_blender_image.ExportImage.white_image(image.width, image.height)
+ if dst_chan is not None:
+ composed_image.fill_image(result.shader_node.image, dst_chan, src_chan)
- composed_image[target_channel] = image[source_channel]
+ # Since metal/roughness are always used together, make sure
+ # the other channel is filled.
+ if socket.name == 'Metallic' and not composed_image.is_filled(Channel.G):
+ composed_image.fill_white(Channel.G)
+ elif socket.name == 'Roughness' and not composed_image.is_filled(Channel.B):
+ composed_image.fill_white(Channel.B)
else:
# copy full image...eventually following sockets might overwrite things
- composed_image = image
+ composed_image = ExportImage.from_blender_image(result.shader_node.image)
return composed_image
elif __is_slot(sockets_or_slots):
texture = __get_tex_from_slot(sockets_or_slots[0])
- image = gltf2_blender_image.ExportImage.from_blender_image(texture.image)
+ image = ExportImage.from_blender_image(texture.image)
return image
else:
raise NotImplementedError()