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# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
from copy import deepcopy
import bpy
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached, cached_by_key
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture_info, gltf2_blender_export_keys
from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
from io_scene_gltf2.blender.exp import gltf2_blender_gather_materials_pbr_metallic_roughness
from io_scene_gltf2.blender.exp import gltf2_blender_gather_materials_unlit
from ..com.gltf2_blender_extras import generate_extras
from io_scene_gltf2.blender.exp import gltf2_blender_get
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
from io_scene_gltf2.io.com.gltf2_io_debug import print_console
@cached
def get_material_cache_key(blender_material, active_uvmap_index, export_settings):
# Use id of material
# Do not use bpy.types that can be unhashable
# Do not use material name, that can be not unique (when linked)
return (
(id(blender_material),),
(active_uvmap_index,)
)
@cached_by_key(key=get_material_cache_key)
def gather_material(blender_material, active_uvmap_index, export_settings):
"""
Gather the material used by the blender primitive.
:param blender_material: the blender material used in the glTF primitive
:param export_settings:
:return: a glTF material
"""
if not __filter_material(blender_material, export_settings):
return None
mat_unlit = __gather_material_unlit(blender_material, active_uvmap_index, export_settings)
if mat_unlit is not None:
return mat_unlit
orm_texture = __gather_orm_texture(blender_material, export_settings)
emissive_texture, uvmap_actives_emissive_texture = __gather_emissive_texture(blender_material, export_settings)
extensions, uvmap_actives_extensions = __gather_extensions(blender_material, export_settings)
normal_texture, uvmap_actives_normal_texture = __gather_normal_texture(blender_material, export_settings)
occlusion_texture, uvmap_actives_occlusion_texture = __gather_occlusion_texture(blender_material, orm_texture, export_settings)
pbr_metallic_roughness, uvmap_actives_pbr_metallic_roughness = __gather_pbr_metallic_roughness(blender_material, orm_texture, export_settings)
base_material = gltf2_io.Material(
alpha_cutoff=__gather_alpha_cutoff(blender_material, export_settings),
alpha_mode=__gather_alpha_mode(blender_material, export_settings),
double_sided=__gather_double_sided(blender_material, export_settings),
emissive_factor=__gather_emissive_factor(blender_material, export_settings),
emissive_texture=emissive_texture,
extensions=extensions,
extras=__gather_extras(blender_material, export_settings),
name=__gather_name(blender_material, export_settings),
normal_texture=normal_texture,
occlusion_texture=occlusion_texture,
pbr_metallic_roughness=pbr_metallic_roughness
)
# merge all uvmap_actives
uvmap_actives = []
if uvmap_actives_emissive_texture:
uvmap_actives.extend(uvmap_actives_emissive_texture)
if uvmap_actives_extensions:
uvmap_actives.extend(uvmap_actives_extensions)
if uvmap_actives_normal_texture:
uvmap_actives.extend(uvmap_actives_normal_texture)
if uvmap_actives_occlusion_texture:
uvmap_actives.extend(uvmap_actives_occlusion_texture)
if uvmap_actives_pbr_metallic_roughness:
uvmap_actives.extend(uvmap_actives_pbr_metallic_roughness)
# Because some part of material are shared (eg pbr_metallic_roughness), we must copy the material
# Texture must be shared, but not TextureInfo
material = deepcopy(base_material)
__get_new_material_texture_shared(base_material, material)
active_uvmap_index = active_uvmap_index if active_uvmap_index != 0 else None
for tex in uvmap_actives:
if tex == "emissiveTexture":
material.emissive_texture.tex_coord = active_uvmap_index
elif tex == "normalTexture":
material.normal_texture.tex_coord = active_uvmap_index
elif tex == "occlusionTexture":
material.occlusion_texture.tex_coord = active_uvmap_index
elif tex == "baseColorTexture":
material.pbr_metallic_roughness.base_color_texture.tex_coord = active_uvmap_index
elif tex == "metallicRoughnessTexture":
material.pbr_metallic_roughness.metallic_roughness_texture.tex_coord = active_uvmap_index
elif tex == "clearcoatTexture":
material.extensions["KHR_materials_clearcoat"].extension['clearcoatTexture'].tex_coord = active_uvmap_index
elif tex == "clearcoatRoughnessTexture":
material.extensions["KHR_materials_clearcoat"].extension['clearcoatRoughnessTexture'].tex_coord = active_uvmap_index
elif tex == "clearcoatNormalTexture": #TODO not tested yet
material.extensions["KHR_materials_clearcoat"].extension['clearcoatNormalTexture'].tex_coord = active_uvmap_index
elif tex == "transmissionTexture": #TODO not tested yet
material.extensions["KHR_materials_transmission"].extension['transmissionTexture'].tex_coord = active_uvmap_index
# If material is not using active UVMap, we need to return the same material,
# Even if multiples meshes are using different active UVMap
if len(uvmap_actives) == 0 and active_uvmap_index != -1:
material = gather_material(blender_material, -1, export_settings)
# If emissive is set, from an emissive node (not PBR)
# We need to set manually default values for
# pbr_metallic_roughness.baseColor
if material.emissive_factor is not None and gltf2_blender_get.get_node_socket(blender_material, bpy.types.ShaderNodeBsdfPrincipled, "Base Color") is None:
material.pbr_metallic_roughness = gltf2_blender_gather_materials_pbr_metallic_roughness.get_default_pbr_for_emissive_node()
export_user_extensions('gather_material_hook', export_settings, material, blender_material)
return material
# material = blender_primitive['material']
#
# if get_material_requires_texcoords(glTF, material) and not export_settings['gltf_texcoords']:
# material = -1
#
# if get_material_requires_normals(glTF, material) and not export_settings['gltf_normals']:
# material = -1
#
# # Meshes/primitives without material are allowed.
# if material >= 0:
# primitive.material = material
# else:
# print_console('WARNING', 'Material ' + internal_primitive[
# 'material'] + ' not found. Please assign glTF 2.0 material or enable Blinn-Phong material in export.')
def __get_new_material_texture_shared(base, node):
if node is None:
return
if callable(node) is True:
return
if node.__str__().startswith('__'):
return
if type(node) in [gltf2_io.TextureInfo, gltf2_io.MaterialOcclusionTextureInfoClass, gltf2_io.MaterialNormalTextureInfoClass]:
node.index = base.index
else:
if hasattr(node, '__dict__'):
for attr, value in node.__dict__.items():
__get_new_material_texture_shared(getattr(base, attr), value)
else:
# For extensions (on a dict)
if type(node).__name__ == 'dict':
for i in node.keys():
__get_new_material_texture_shared(base[i], node[i])
def __filter_material(blender_material, export_settings):
return export_settings[gltf2_blender_export_keys.MATERIALS]
def __gather_alpha_cutoff(blender_material, export_settings):
if blender_material.blend_method == 'CLIP':
return blender_material.alpha_threshold
return None
def __gather_alpha_mode(blender_material, export_settings):
if blender_material.blend_method == 'CLIP':
return 'MASK'
elif blender_material.blend_method in ['BLEND', 'HASHED']:
return 'BLEND'
return None
def __gather_double_sided(blender_material, export_settings):
if not blender_material.use_backface_culling:
return True
old_double_sided_socket = gltf2_blender_get.get_socket_old(blender_material, "DoubleSided")
if old_double_sided_socket is not None and\
not old_double_sided_socket.is_linked and\
old_double_sided_socket.default_value > 0.5:
return True
return None
def __gather_emissive_factor(blender_material, export_settings):
emissive_socket = gltf2_blender_get.get_socket(blender_material, "Emissive")
if emissive_socket is None:
emissive_socket = gltf2_blender_get.get_socket_old(blender_material, "EmissiveFactor")
if isinstance(emissive_socket, bpy.types.NodeSocket):
if export_settings['gltf_image_format'] != "NONE":
factor = gltf2_blender_get.get_factor_from_socket(emissive_socket, kind='RGB')
else:
factor = gltf2_blender_get.get_const_from_default_value_socket(emissive_socket, kind='RGB')
if factor is None and emissive_socket.is_linked:
# In glTF, the default emissiveFactor is all zeros, so if an emission texture is connected,
# we have to manually set it to all ones.
factor = [1.0, 1.0, 1.0]
if factor is None: factor = [0.0, 0.0, 0.0]
# Handle Emission Strength
strength_socket = None
if emissive_socket.node.type == 'EMISSION':
strength_socket = emissive_socket.node.inputs['Strength']
elif 'Emission Strength' in emissive_socket.node.inputs:
strength_socket = emissive_socket.node.inputs['Emission Strength']
strength = (
gltf2_blender_get.get_const_from_socket(strength_socket, kind='VALUE')
if strength_socket is not None
else None
)
if strength is not None:
factor = [f * strength for f in factor]
# Clamp to range [0,1]
factor = [min(1.0, f) for f in factor]
if factor == [0, 0, 0]: factor = None
return factor
return None
def __gather_emissive_texture(blender_material, export_settings):
emissive = gltf2_blender_get.get_socket(blender_material, "Emissive")
if emissive is None:
emissive = gltf2_blender_get.get_socket_old(blender_material, "Emissive")
emissive_texture, use_actives_uvmap_emissive = gltf2_blender_gather_texture_info.gather_texture_info(emissive, (emissive,), export_settings)
return emissive_texture, ["emissiveTexture"] if use_actives_uvmap_emissive else None
def __gather_extensions(blender_material, export_settings):
extensions = {}
# KHR_materials_clearcoat
actives_uvmaps = []
clearcoat_extension, use_actives_uvmap_clearcoat = __gather_clearcoat_extension(blender_material, export_settings)
if clearcoat_extension:
extensions["KHR_materials_clearcoat"] = clearcoat_extension
actives_uvmaps.extend(use_actives_uvmap_clearcoat)
# KHR_materials_transmission
transmission_extension, use_actives_uvmap_transmission = __gather_transmission_extension(blender_material, export_settings)
if transmission_extension:
extensions["KHR_materials_transmission"] = transmission_extension
actives_uvmaps.extend(use_actives_uvmap_transmission)
return extensions, actives_uvmaps if extensions else None
def __gather_extras(blender_material, export_settings):
if export_settings['gltf_extras']:
return generate_extras(blender_material)
return None
def __gather_name(blender_material, export_settings):
return blender_material.name
def __gather_normal_texture(blender_material, export_settings):
normal = gltf2_blender_get.get_socket(blender_material, "Normal")
if normal is None:
normal = gltf2_blender_get.get_socket_old(blender_material, "Normal")
normal_texture, use_active_uvmap_normal = gltf2_blender_gather_texture_info.gather_material_normal_texture_info_class(
normal,
(normal,),
export_settings)
return normal_texture, ["normalTexture"] if use_active_uvmap_normal else None
def __gather_orm_texture(blender_material, export_settings):
# Check for the presence of Occlusion, Roughness, Metallic sharing a single image.
# If not fully shared, return None, so the images will be cached and processed separately.
occlusion = gltf2_blender_get.get_socket(blender_material, "Occlusion")
if occlusion is None or not __has_image_node_from_socket(occlusion):
occlusion = gltf2_blender_get.get_socket_old(blender_material, "Occlusion")
if occlusion is None or not __has_image_node_from_socket(occlusion):
return None
metallic_socket = gltf2_blender_get.get_socket(blender_material, "Metallic")
roughness_socket = gltf2_blender_get.get_socket(blender_material, "Roughness")
hasMetal = metallic_socket is not None and __has_image_node_from_socket(metallic_socket)
hasRough = roughness_socket is not None and __has_image_node_from_socket(roughness_socket)
if not hasMetal and not hasRough:
metallic_roughness = gltf2_blender_get.get_socket_old(blender_material, "MetallicRoughness")
if metallic_roughness is None or not __has_image_node_from_socket(metallic_roughness):
return None
result = (occlusion, metallic_roughness)
elif not hasMetal:
result = (occlusion, roughness_socket)
elif not hasRough:
result = (occlusion, metallic_socket)
else:
result = (occlusion, roughness_socket, metallic_socket)
if not gltf2_blender_gather_texture_info.check_same_size_images(result):
print_console("INFO",
"Occlusion and metal-roughness texture will be exported separately "
"(use same-sized images if you want them combined)")
return None
# Double-check this will past the filter in texture_info
info, info_use_active_uvmap = gltf2_blender_gather_texture_info.gather_texture_info(result[0], result, export_settings)
if info is None:
return None
return result
def __gather_occlusion_texture(blender_material, orm_texture, export_settings):
occlusion = gltf2_blender_get.get_socket(blender_material, "Occlusion")
if occlusion is None:
occlusion = gltf2_blender_get.get_socket_old(blender_material, "Occlusion")
occlusion_texture, use_active_uvmap_occlusion = gltf2_blender_gather_texture_info.gather_material_occlusion_texture_info_class(
occlusion,
orm_texture or (occlusion,),
export_settings)
return occlusion_texture, ["occlusionTexture"] if use_active_uvmap_occlusion else None
def __gather_pbr_metallic_roughness(blender_material, orm_texture, export_settings):
return gltf2_blender_gather_materials_pbr_metallic_roughness.gather_material_pbr_metallic_roughness(
blender_material,
orm_texture,
export_settings)
def __has_image_node_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 False
return True
def __gather_clearcoat_extension(blender_material, export_settings):
clearcoat_enabled = False
has_clearcoat_texture = False
has_clearcoat_roughness_texture = False
clearcoat_extension = {}
clearcoat_roughness_slots = ()
clearcoat_socket = gltf2_blender_get.get_socket(blender_material, 'Clearcoat')
clearcoat_roughness_socket = gltf2_blender_get.get_socket(blender_material, 'Clearcoat Roughness')
clearcoat_normal_socket = gltf2_blender_get.get_socket(blender_material, 'Clearcoat Normal')
if isinstance(clearcoat_socket, bpy.types.NodeSocket) and not clearcoat_socket.is_linked:
clearcoat_extension['clearcoatFactor'] = clearcoat_socket.default_value
clearcoat_enabled = clearcoat_extension['clearcoatFactor'] > 0
elif __has_image_node_from_socket(clearcoat_socket):
fac = gltf2_blender_get.get_factor_from_socket(clearcoat_socket, kind='VALUE')
# default value in glTF is 0.0, but if there is a texture without factor, use 1
clearcoat_extension['clearcoatFactor'] = fac if fac != None else 1.0
has_clearcoat_texture = True
clearcoat_enabled = True
if not clearcoat_enabled:
return None, None
if isinstance(clearcoat_roughness_socket, bpy.types.NodeSocket) and not clearcoat_roughness_socket.is_linked:
clearcoat_extension['clearcoatRoughnessFactor'] = clearcoat_roughness_socket.default_value
elif __has_image_node_from_socket(clearcoat_roughness_socket):
fac = gltf2_blender_get.get_factor_from_socket(clearcoat_roughness_socket, kind='VALUE')
# default value in glTF is 0.0, but if there is a texture without factor, use 1
clearcoat_extension['clearcoatRoughnessFactor'] = fac if fac != None else 1.0
has_clearcoat_roughness_texture = True
# Pack clearcoat (R) and clearcoatRoughness (G) channels.
if has_clearcoat_texture and has_clearcoat_roughness_texture:
clearcoat_roughness_slots = (clearcoat_socket, clearcoat_roughness_socket,)
elif has_clearcoat_texture:
clearcoat_roughness_slots = (clearcoat_socket,)
elif has_clearcoat_roughness_texture:
clearcoat_roughness_slots = (clearcoat_roughness_socket,)
use_actives_uvmaps = []
if len(clearcoat_roughness_slots) > 0:
if has_clearcoat_texture:
clearcoat_texture, clearcoat_texture_use_active_uvmap = gltf2_blender_gather_texture_info.gather_texture_info(
clearcoat_socket,
clearcoat_roughness_slots,
export_settings,
)
clearcoat_extension['clearcoatTexture'] = clearcoat_texture
if clearcoat_texture_use_active_uvmap:
use_actives_uvmaps.append("clearcoatTexture")
if has_clearcoat_roughness_texture:
clearcoat_roughness_texture, clearcoat_roughness_texture_use_active_uvmap = gltf2_blender_gather_texture_info.gather_texture_info(
clearcoat_roughness_socket,
clearcoat_roughness_slots,
export_settings,
)
clearcoat_extension['clearcoatRoughnessTexture'] = clearcoat_roughness_texture
if clearcoat_roughness_texture_use_active_uvmap:
use_actives_uvmaps.append("clearcoatRoughnessTexture")
if __has_image_node_from_socket(clearcoat_normal_socket):
clearcoat_normal_texture, clearcoat_normal_texture_use_active_uvmap = gltf2_blender_gather_texture_info.gather_material_normal_texture_info_class(
clearcoat_normal_socket,
(clearcoat_normal_socket,),
export_settings
)
clearcoat_extension['clearcoatNormalTexture'] = clearcoat_normal_texture
if clearcoat_normal_texture_use_active_uvmap:
use_actives_uvmaps.append("clearcoatNormalTexture")
return Extension('KHR_materials_clearcoat', clearcoat_extension, False), use_actives_uvmaps
def __gather_transmission_extension(blender_material, export_settings):
transmission_enabled = False
has_transmission_texture = False
transmission_extension = {}
transmission_slots = ()
transmission_socket = gltf2_blender_get.get_socket(blender_material, 'Transmission')
if isinstance(transmission_socket, bpy.types.NodeSocket) and not transmission_socket.is_linked:
transmission_extension['transmissionFactor'] = transmission_socket.default_value
transmission_enabled = transmission_extension['transmissionFactor'] > 0
elif __has_image_node_from_socket(transmission_socket):
transmission_extension['transmissionFactor'] = 1.0
has_transmission_texture = True
transmission_enabled = True
if not transmission_enabled:
return None, None
# Pack transmission channel (R).
if has_transmission_texture:
transmission_slots = (transmission_socket,)
use_actives_uvmaps = []
if len(transmission_slots) > 0:
combined_texture, use_active_uvmap = gltf2_blender_gather_texture_info.gather_texture_info(
transmission_socket,
transmission_slots,
export_settings,
)
if has_transmission_texture:
transmission_extension['transmissionTexture'] = combined_texture
if use_active_uvmap:
use_actives_uvmaps.append("transmissionTexture")
return Extension('KHR_materials_transmission', transmission_extension, False), use_actives_uvmaps
def __gather_material_unlit(blender_material, active_uvmap_index, export_settings):
gltf2_unlit = gltf2_blender_gather_materials_unlit
info = gltf2_unlit.detect_shadeless_material(blender_material, export_settings)
if info is None:
return None
base_color_texture, use_active_uvmap = gltf2_unlit.gather_base_color_texture(info, export_settings)
base_material = gltf2_io.Material(
alpha_cutoff=__gather_alpha_cutoff(blender_material, export_settings),
alpha_mode=__gather_alpha_mode(blender_material, export_settings),
double_sided=__gather_double_sided(blender_material, export_settings),
extensions={"KHR_materials_unlit": Extension("KHR_materials_unlit", {}, required=False)},
extras=__gather_extras(blender_material, export_settings),
name=__gather_name(blender_material, export_settings),
emissive_factor=None,
emissive_texture=None,
normal_texture=None,
occlusion_texture=None,
pbr_metallic_roughness=gltf2_io.MaterialPBRMetallicRoughness(
base_color_factor=gltf2_unlit.gather_base_color_factor(info, export_settings),
base_color_texture=base_color_texture,
metallic_factor=0.0,
roughness_factor=0.9,
metallic_roughness_texture=None,
extensions=None,
extras=None,
)
)
if use_active_uvmap is not None:
# Because some part of material are shared (eg pbr_metallic_roughness), we must copy the material
# Texture must be shared, but not TextureInfo
material = deepcopy(base_material)
__get_new_material_texture_shared(base_material, material)
material.pbr_metallic_roughness.base_color_texture.tex_coord = active_uvmap_index
elif use_active_uvmap is None and active_uvmap_index != -1:
# If material is not using active UVMap, we need to return the same material,
# Even if multiples meshes are using different active UVMap
material = gather_material(blender_material, -1, export_settings)
else:
material = base_material
export_user_extensions('gather_material_unlit_hook', export_settings, material, blender_material)
return material
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