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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 re
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
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_gather_cache import cached
@cached
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
uri = __gather_uri(blender_shader_sockets_or_texture_slots, export_settings)
buffer_view = __gather_buffer_view(blender_shader_sockets_or_texture_slots, export_settings)
if not (uri is not None or buffer_view is not None):
# The blender image has no data
return None
image = gltf2_io.Image(
buffer_view=buffer_view,
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=uri
)
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, export_settings)
if image is None:
return None
return gltf2_io_binary_data.BinaryData(
data=image.encode(__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):
if export_settings["gltf_image_format"] == "NAME":
image_name = __get_texname_from_slot(sockets_or_slots, export_settings)
_, extension = os.path.splitext(image_name)
if extension in [".jpeg", ".jpg", ".png"]:
return {
".jpeg": "image/jpeg",
".jpg": "image/jpeg",
".png": "image/png",
}[extension]
return "image/png"
elif export_settings["gltf_image_format"] == "JPEG":
return "image/jpeg"
else:
return "image/png"
def __gather_name(sockets_or_slots, export_settings):
image_name = __get_texname_from_slot(sockets_or_slots, export_settings)
name, extension = os.path.splitext(image_name)
if extension in [".jpeg", ".jpg", ".png"]:
return name
return image_name
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
mime_type = __gather_mime_type(sockets_or_slots, export_settings)
return gltf2_io_image_data.ImageData(
data=__get_image_data(sockets_or_slots, export_settings).encode(mime_type=mime_type),
mime_type=mime_type,
name=__gather_name(sockets_or_slots, export_settings)
)
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, export_settings) -> gltf2_blender_image.ExportImage:
# 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, export_settings) -> typing.Optional[typing.List[typing.List[float]]]:
channelcache = export_settings['gltf_channelcache']
if image.name in channelcache:
return channelcache[image.name]
pixels = np.array(image.pixels)
pixels = pixels.reshape((pixels.shape[0] // image.channels, image.channels))
channels = np.split(pixels, pixels.shape[1], axis=1)
channelcache[image.name] = channels
return channels
if __is_socket(sockets_or_slots):
results = [__get_tex_from_socket(socket, export_settings) for socket in sockets_or_slots]
composed_image = None
for result, socket in zip(results, sockets_or_slots):
if result.shader_node.image.channels == 0:
gltf2_io_debug.print_console("WARNING",
"Image '{}' has no color channels and cannot be exported.".format(
result.shader_node.image))
continue
# rudimentarily try follow the node tree to find the correct image data.
source_channel = 0
for elem in result.path:
if isinstance(elem.from_node, bpy.types.ShaderNodeSeparateRGB):
source_channel = {
'R': 0,
'G': 1,
'B': 2
}[elem.from_socket.name]
image = gltf2_blender_image.ExportImage.from_blender_image(result.shader_node.image)
if composed_image is None:
composed_image = gltf2_blender_image.ExportImage.white_image(image.width, image.height)
# Change target channel for metallic and roughness.
if elem.to_socket.name == 'Metallic':
composed_image[2] = image[source_channel]
elif elem.to_socket.name == 'Roughness':
composed_image[1] = image[source_channel]
else:
composed_image.update(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)
return image
else:
raise NotImplementedError()
@cached
def __get_tex_from_socket(blender_shader_socket: bpy.types.NodeSocket, export_settings):
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
@cached
def __get_texname_from_slot(sockets_or_slots, export_settings):
if __is_socket(sockets_or_slots):
node = __get_tex_from_socket(sockets_or_slots[0], export_settings)
if node is None:
return None
return node.shader_node.image.name
elif isinstance(sockets_or_slots[0], bpy.types.MaterialTextureSlot):
return sockets_or_slots[0].name
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