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# 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] != 'GLTF_SEPARATE':
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] == 'GLTF_SEPARATE':
# 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.List[typing.List[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)
channel = 0
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],
channel,
pixels)
if image is None:
image = image_data
else:
image.add_to_image(channel, image_data)
return image
elif __is_slot(sockets_or_slots):
texture = __get_tex_from_slot(sockets_or_slots[0])
pixels = split_pixels_by_channels(texture.image)
image_data = gltf2_io_image_data.ImageData(
texture.name,
texture.image.size[0],
texture.image.size[1],
0,
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
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