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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
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_material_occlusion_texture_info_class(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.MaterialOcclusionTextureInfoClass(
extensions=__gather_extensions(blender_shader_sockets_or_texture_slots, export_settings),
extras=__gather_extras(blender_shader_sockets_or_texture_slots, export_settings),
strength=__gather_scale(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_scale(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 __is_socket(blender_shader_sockets_or_texture_slots):
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_layers.find(input_node.uv_map)
if texCoordIndex >= 0:
return texCoordIndex
return 0
else:
raise NotImplementedError()
def __is_socket(sockets_or_slots):
return isinstance(sockets_or_slots[0], bpy.types.NodeSocket)
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]
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