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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_texture_info.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_texture_info.py')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py107
1 files changed, 107 insertions, 0 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py
new file mode 100755
index 00000000..149a2a84
--- /dev/null
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_texture_info.py
@@ -0,0 +1,107 @@
+# 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
+from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
+from io_scene_gltf2.io.com import gltf2_io
+from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture
+from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
+
+
+@cached
+def gather_texture_info(blender_shader_sockets_or_texture_slots: typing.Union[
+ typing.Tuple[bpy.types.NodeSocket], typing.Tuple[bpy.types.Texture]],
+ export_settings):
+ if not __filter_texture_info(blender_shader_sockets_or_texture_slots, export_settings):
+ return None
+
+ texture_info = gltf2_io.TextureInfo(
+ extensions=__gather_extensions(blender_shader_sockets_or_texture_slots, export_settings),
+ extras=__gather_extras(blender_shader_sockets_or_texture_slots, export_settings),
+ index=__gather_index(blender_shader_sockets_or_texture_slots, export_settings),
+ tex_coord=__gather_tex_coord(blender_shader_sockets_or_texture_slots, export_settings)
+ )
+
+ return texture_info
+
+
+def __filter_texture_info(blender_shader_sockets_or_texture_slots, export_settings):
+ if not blender_shader_sockets_or_texture_slots:
+ return False
+ if not all([elem is not None for elem in blender_shader_sockets_or_texture_slots]):
+ return False
+ if isinstance(blender_shader_sockets_or_texture_slots[0], bpy.types.NodeSocket):
+ if any([__get_tex_from_socket(socket) is None for socket in blender_shader_sockets_or_texture_slots]):
+ # sockets do not lead to a texture --> discard
+ return False
+ return True
+
+
+def __gather_extensions(blender_shader_sockets_or_texture_slots, export_settings):
+ return None
+
+
+def __gather_extras(blender_shader_sockets_or_texture_slots, export_settings):
+ return None
+
+
+def __gather_index(blender_shader_sockets_or_texture_slots, export_settings):
+ # We just put the actual shader into the 'index' member
+ return gltf2_blender_gather_texture.gather_texture(blender_shader_sockets_or_texture_slots, export_settings)
+
+
+def __gather_tex_coord(blender_shader_sockets_or_texture_slots, export_settings):
+ if isinstance(blender_shader_sockets_or_texture_slots[0], bpy.types.NodeSocket):
+ blender_shader_node = __get_tex_from_socket(blender_shader_sockets_or_texture_slots[0]).shader_node
+ if len(blender_shader_node.inputs['Vector'].links) == 0:
+ return 0
+
+ input_node = blender_shader_node.inputs['Vector'].links[0].from_node
+
+ if isinstance(input_node, bpy.types.ShaderNodeMapping):
+
+ if len(input_node.inputs['Vector'].links) == 0:
+ return 0
+
+ input_node = input_node.inputs['Vector'].links[0].from_node
+
+ if not isinstance(input_node, bpy.types.ShaderNodeUVMap):
+ return 0
+
+ if input_node.uv_map == '':
+ return 0
+
+ # Try to gather map index.
+ for blender_mesh in bpy.data.meshes:
+ texCoordIndex = blender_mesh.uv_textures.find(input_node.uv_map)
+ if texCoordIndex >= 0:
+ return texCoordIndex
+
+ return 0
+ elif isinstance(blender_shader_sockets_or_texture_slots[0], bpy.types.MaterialTextureSlot):
+ # TODO: implement for texture slots
+ return 0
+ else:
+ raise NotImplementedError()
+
+
+def __get_tex_from_socket(socket):
+ result = gltf2_blender_search_node_tree.from_socket(
+ socket,
+ gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeTexImage))
+ if not result:
+ return None
+ return result[0]
+