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authorJulien Duroure <julien.duroure@gmail.com>2018-11-24 18:28:33 +0300
committerJulien Duroure <julien.duroure@gmail.com>2018-11-24 18:28:33 +0300
commitb1f2133fa2849da272e9d8404f371220226ddaf1 (patch)
tree25db56e0f2211bd1059fe0e04e78430a6156e021 /io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
parent8959f1798cfc86924493347304118c61bd5c7f7a (diff)
Initial commit of glTF 2.0 importer/exporter
Official Khronos Group Blender glTF 2.0 importer and exporter. glTF specification: https://github.com/KhronosGroup/glTF The upstream repository can be found here: https://github.com/KhronosGroup/glTF-Blender-IO Reviewed By: Bastien, Campbell Differential Revision: https://developer.blender.org/D3929
Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_image.py166
1 files changed, 166 insertions, 0 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
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+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
@@ -0,0 +1,166 @@
+# Copyright 2018 The glTF-Blender-IO authors.
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+import bpy
+import typing
+import os
+import numpy as np
+
+from . import gltf2_blender_export_keys
+from io_scene_gltf2.io.com import gltf2_io
+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
+
+
+def gather_image(
+ blender_shader_sockets_or_texture_slots: typing.Union[typing.Tuple[bpy.types.NodeSocket],
+ typing.Tuple[bpy.types.Texture]],
+ export_settings):
+ if not __filter_image(blender_shader_sockets_or_texture_slots, export_settings):
+ return None
+ image = gltf2_io.Image(
+ buffer_view=__gather_buffer_view(blender_shader_sockets_or_texture_slots, export_settings),
+ extensions=__gather_extensions(blender_shader_sockets_or_texture_slots, export_settings),
+ extras=__gather_extras(blender_shader_sockets_or_texture_slots, export_settings),
+ mime_type=__gather_mime_type(blender_shader_sockets_or_texture_slots, export_settings),
+ name=__gather_name(blender_shader_sockets_or_texture_slots, export_settings),
+ uri=__gather_uri(blender_shader_sockets_or_texture_slots, export_settings)
+ )
+ return image
+
+
+def __filter_image(sockets_or_slots, export_settings):
+ if not sockets_or_slots:
+ return False
+ return True
+
+
+def __gather_buffer_view(sockets_or_slots, export_settings):
+ if export_settings[gltf2_blender_export_keys.FORMAT] != 'ASCII':
+
+ image = __get_image_data(sockets_or_slots)
+ return gltf2_io_binary_data.BinaryData(
+ data=image.to_image_data(__gather_mime_type(sockets_or_slots, export_settings)))
+ return None
+
+
+def __gather_extensions(sockets_or_slots, export_settings):
+ return None
+
+
+def __gather_extras(sockets_or_slots, export_settings):
+ return None
+
+
+def __gather_mime_type(sockets_or_slots, export_settings):
+ return 'image/png'
+ # return 'image/jpeg'
+
+
+def __gather_name(sockets_or_slots, export_settings):
+ if __is_socket(sockets_or_slots):
+ node = __get_tex_from_socket(sockets_or_slots[0])
+ if node is not None:
+ return node.shader_node.image.name
+ elif isinstance(sockets_or_slots[0], bpy.types.MaterialTextureSlot):
+ return sockets_or_slots[0].name
+ return None
+
+
+def __gather_uri(sockets_or_slots, export_settings):
+ if export_settings[gltf2_blender_export_keys.FORMAT] == 'ASCII':
+ # as usual we just store the data in place instead of already resolving the references
+ return __get_image_data(sockets_or_slots)
+ return None
+
+
+def __is_socket(sockets_or_slots):
+ return isinstance(sockets_or_slots[0], bpy.types.NodeSocket)
+
+
+def __is_slot(sockets_or_slots):
+ return isinstance(sockets_or_slots[0], bpy.types.MaterialTextureSlot)
+
+
+def __get_image_data(sockets_or_slots):
+ # For shared ressources, 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
+ # ressources.
+ def split_pixels_by_channels(image: bpy.types.Image) -> typing.Iterable[typing.Iterable[float]]:
+ pixels = np.array(image.pixels)
+ pixels = pixels.reshape((pixels.shape[0] // image.channels, image.channels))
+ channels = np.split(pixels, pixels.shape[1], axis=1)
+ return channels
+
+ if __is_socket(sockets_or_slots):
+ results = [__get_tex_from_socket(socket) for socket in sockets_or_slots]
+ image = None
+ for result, socket in zip(results, sockets_or_slots):
+ # rudimentarily try follow the node tree to find the correct image data.
+ channel = None
+ for elem in result.path:
+ if isinstance(elem.from_node, bpy.types.ShaderNodeSeparateRGB):
+ channel = {
+ 'R': 0,
+ 'G': 1,
+ 'B': 2
+ }[elem.from_socket.name]
+
+ if channel is not None:
+ pixels = [split_pixels_by_channels(result.shader_node.image)[channel]]
+ else:
+ pixels = split_pixels_by_channels(result.shader_node.image)
+
+ file_name = os.path.splitext(result.shader_node.image.name)[0]
+
+ image_data = gltf2_io_image_data.ImageData(
+ file_name,
+ result.shader_node.image.size[0],
+ result.shader_node.image.size[1],
+ pixels)
+
+ if image is None:
+ image = image_data
+ else:
+ image.add_to_image(image_data)
+
+ return image
+ elif __is_slot(sockets_or_slots):
+ texture = __get_tex_from_slot(sockets_or_slots[0])
+ pixels = texture.image.pixels
+
+ image_data = gltf2_io_image_data.ImageData(
+ texture.name,
+ texture.image.size[0],
+ texture.image.size[1],
+ pixels)
+ return image_data
+ else:
+ # Texture slots
+ raise NotImplementedError()
+
+
+def __get_tex_from_socket(blender_shader_socket: bpy.types.NodeSocket):
+ result = gltf2_blender_search_node_tree.from_socket(
+ blender_shader_socket,
+ gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeTexImage))
+ if not result:
+ return None
+ return result[0]
+
+
+def __get_tex_from_slot(blender_texture_slot):
+ return blender_texture_slot.texture
+