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# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import bpy
import typing
import os
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.gltf2_blender_image import Channel, ExportImage, FillImage, StoreImage, StoreData
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
@cached
def gather_image(
blender_shader_sockets: typing.Tuple[bpy.types.NodeSocket],
export_settings):
if not __filter_image(blender_shader_sockets, export_settings):
return None, None
image_data = __get_image_data(blender_shader_sockets, export_settings)
if image_data.empty():
# The export image has no data
return None, None
mime_type = __gather_mime_type(blender_shader_sockets, image_data, export_settings)
name = __gather_name(image_data, export_settings)
factor = None
if image_data.original is None:
uri, factor_uri = __gather_uri(image_data, mime_type, name, export_settings)
else:
# Retrieve URI relative to exported glTF files
uri = __gather_original_uri(image_data.original.filepath, export_settings)
# In case we can't retrieve image (for example packed images, with original moved)
# We don't create invalid image without uri
factor_uri = None
if uri is None: return None, None
buffer_view, factor_buffer_view = __gather_buffer_view(image_data, mime_type, name, export_settings)
factor = factor_uri if uri is not None else factor_buffer_view
image = __make_image(
buffer_view,
__gather_extensions(blender_shader_sockets, export_settings),
__gather_extras(blender_shader_sockets, export_settings),
mime_type,
name,
uri,
export_settings
)
export_user_extensions('gather_image_hook', export_settings, image, blender_shader_sockets)
return image, factor
def __gather_original_uri(original_uri, export_settings):
def _path_to_uri(path):
import urllib
path = os.path.normpath(path)
path = path.replace(os.sep, '/')
return urllib.parse.quote(path)
path_to_image = bpy.path.abspath(original_uri)
if not os.path.exists(path_to_image): return None
try:
rel_path = os.path.relpath(
path_to_image,
start=export_settings[gltf2_blender_export_keys.FILE_DIRECTORY],
)
except ValueError:
# eg. because no relative path between C:\ and D:\ on Windows
return None
return _path_to_uri(rel_path)
@cached
def __make_image(buffer_view, extensions, extras, mime_type, name, uri, export_settings):
return gltf2_io.Image(
buffer_view=buffer_view,
extensions=extensions,
extras=extras,
mime_type=mime_type,
name=name,
uri=uri
)
def __filter_image(sockets, export_settings):
if not sockets:
return False
return True
@cached
def __gather_buffer_view(image_data, mime_type, name, export_settings):
if export_settings[gltf2_blender_export_keys.FORMAT] != 'GLTF_SEPARATE':
data, factor = image_data.encode(mime_type)
return gltf2_io_binary_data.BinaryData(data=data), factor
return None, None
def __gather_extensions(sockets, export_settings):
return None
def __gather_extras(sockets, export_settings):
return None
def __gather_mime_type(sockets, export_image, export_settings):
# force png if Alpha contained so we can export alpha
for socket in sockets:
if socket.name == "Alpha":
return "image/png"
if export_settings["gltf_image_format"] == "AUTO":
if export_image.original is None: # We are going to create a new image
image = export_image.blender_image()
else:
# Using original image
image = export_image.original
if image is not None and __is_blender_image_a_jpeg(image):
return "image/jpeg"
return "image/png"
elif export_settings["gltf_image_format"] == "JPEG":
return "image/jpeg"
def __gather_name(export_image, export_settings):
if export_image.original is None:
# Find all Blender images used in the ExportImage
imgs = []
for fill in export_image.fills.values():
if isinstance(fill, FillImage):
img = fill.image
if img not in imgs:
imgs.append(img)
# If all the images have the same path, use the common filename
filepaths = set(img.filepath for img in imgs)
if len(filepaths) == 1:
filename = os.path.basename(list(filepaths)[0])
name, extension = os.path.splitext(filename)
if extension.lower() in ['.png', '.jpg', '.jpeg']:
if name:
return name
# Combine the image names: img1-img2-img3
names = []
for img in imgs:
name, extension = os.path.splitext(img.name)
names.append(name)
name = '-'.join(names)
return name or 'Image'
else:
return export_image.original.name
@cached
def __gather_uri(image_data, mime_type, name, 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
data, factor = image_data.encode(mime_type=mime_type)
return gltf2_io_image_data.ImageData(
data=data,
mime_type=mime_type,
name=name
), factor
return None, None
def __get_image_data(sockets, 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.
results = [__get_tex_from_socket(socket, export_settings) for socket in sockets]
# Check if we need a simple mapping or more complex calculation
if any([socket.name == "Specular" and socket.node.type == "BSDF_PRINCIPLED" for socket in sockets]):
return __get_image_data_specular(sockets, results, export_settings)
else:
return __get_image_data_mapping(sockets, results, export_settings)
def __get_image_data_mapping(sockets, results, export_settings) -> ExportImage:
"""
Simple mapping
Will fit for most of exported textures : RoughnessMetallic, Basecolor, normal, ...
"""
composed_image = ExportImage()
for result, socket in zip(results, sockets):
# Assume that user know what he does, and that channels/images are already combined correctly for pbr
# If not, we are going to keep only the first texture found
# Example : If user set up 2 or 3 different textures for Metallic / Roughness / Occlusion
# Only 1 will be used at export
# This Warning is displayed in UI of this option
if export_settings['gltf_keep_original_textures']:
composed_image = ExportImage.from_original(result.shader_node.image)
else:
# rudimentarily try follow the node tree to find the correct image data.
src_chan = Channel.R
for elem in result.path:
if isinstance(elem.from_node, bpy.types.ShaderNodeSeparateColor):
src_chan = {
'Red': Channel.R,
'Green': Channel.G,
'Blue': Channel.B,
}[elem.from_socket.name]
if elem.from_socket.name == 'Alpha':
src_chan = Channel.A
dst_chan = None
# some sockets need channel rewriting (gltf pbr defines fixed channels for some attributes)
if socket.name == 'Metallic':
dst_chan = Channel.B
elif socket.name == 'Roughness':
dst_chan = Channel.G
elif socket.name == 'Occlusion':
dst_chan = Channel.R
elif socket.name == 'Alpha':
dst_chan = Channel.A
elif socket.name == 'Clearcoat':
dst_chan = Channel.R
elif socket.name == 'Clearcoat Roughness':
dst_chan = Channel.G
elif socket.name == 'Thickness': # For KHR_materials_volume
dst_chan = Channel.G
elif socket.name == "Specular": # For original KHR_material_specular
dst_chan = Channel.A
elif socket.name == "Sigma": # For KHR_materials_sheen
dst_chan = Channel.A
if dst_chan is not None:
composed_image.fill_image(result.shader_node.image, dst_chan, src_chan)
# 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 = ExportImage.from_blender_image(result.shader_node.image)
# Check that we don't have some empty channels (based on weird images without any size for example)
keys = list(composed_image.fills.keys()) # do not loop on dict, we may have to delete an element
for k in [k for k in keys if isinstance(composed_image.fills[k], FillImage)]:
if composed_image.fills[k].image.size[0] == 0 or composed_image.fills[k].image.size[1] == 0:
gltf2_io_debug.print_console("WARNING",
"Image '{}' has no size and cannot be exported.".format(
composed_image.fills[k].image))
del composed_image.fills[k]
return composed_image
def __get_image_data_specular(sockets, results, export_settings) -> ExportImage:
"""
calculating Specular Texture, settings needed data
"""
from io_scene_gltf2.blender.exp.gltf2_blender_texture_specular import specular_calculation
composed_image = ExportImage()
composed_image.set_calc(specular_calculation)
composed_image.store_data("ior", sockets[4].default_value, type="Data")
results = [__get_tex_from_socket(socket, export_settings) for socket in sockets[:-1]] #Do not retrieve IOR --> No texture allowed
mapping = {
0: "specular",
1: "specular_tint",
2: "base_color",
3: "transmission"
}
for idx, result in enumerate(results):
if __get_tex_from_socket(sockets[idx], export_settings):
composed_image.store_data(mapping[idx], result.shader_node.image, type="Image")
# rudimentarily try follow the node tree to find the correct image data.
src_chan = None if idx == 2 else Channel.R
for elem in result.path:
if isinstance(elem.from_node, bpy.types.ShaderNodeSeparateColor):
src_chan = {
'Red': Channel.R,
'Green': Channel.G,
'Blue': Channel.B,
}[elem.from_socket.name]
if elem.from_socket.name == 'Alpha':
src_chan = Channel.A
# For base_color, keep all channels, as this is a Vec, not scalar
if idx != 2:
composed_image.store_data(mapping[idx] + "_channel", src_chan, type="Data")
else:
if src_chan is not None:
composed_image.store_data(mapping[idx] + "_channel", src_chan, type="Data")
else:
composed_image.store_data(mapping[idx], sockets[idx].default_value, type="Data")
return composed_image
# TODOExt deduplicate
@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 __is_blender_image_a_jpeg(image: bpy.types.Image) -> bool:
if image.source != 'FILE':
return False
if image.filepath_raw == '' and image.packed_file:
return image.packed_file.data[:3] == b'\xff\xd8\xff'
else:
path = image.filepath_raw.lower()
return path.endswith('.jpg') or path.endswith('.jpeg') or path.endswith('.jpe')
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