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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
from .gltf2_blender_texture import BlenderTextureInfo
class BlenderKHR_materials_pbrSpecularGlossiness():
"""Blender KHR_materials_pbrSpecularGlossiness extension."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf, pbrSG, mat_name, vertex_color):
"""KHR_materials_pbrSpecularGlossiness creation."""
engine = bpy.context.scene.render.engine
if engine in ['CYCLES', 'BLENDER_EEVEE']:
BlenderKHR_materials_pbrSpecularGlossiness.create_nodetree(gltf, pbrSG, mat_name, vertex_color)
@staticmethod
def create_nodetree(gltf, pbrSG, mat_name, vertex_color):
"""Node tree creation."""
material = bpy.data.materials[mat_name]
material.use_nodes = True
node_tree = material.node_tree
# delete all nodes except output
for node in list(node_tree.nodes):
if not node.type == 'OUTPUT_MATERIAL':
node_tree.nodes.remove(node)
output_node = node_tree.nodes[0]
output_node.location = 1000, 0
# create PBR node
diffuse = node_tree.nodes.new('ShaderNodeBsdfDiffuse')
diffuse.location = 0, 0
glossy = node_tree.nodes.new('ShaderNodeBsdfGlossy')
glossy.location = 0, 100
mix = node_tree.nodes.new('ShaderNodeMixShader')
mix.location = 500, 0
glossy.inputs[1].default_value = 1 - pbrSG['glossinessFactor']
if pbrSG['diffuse_type'] == gltf.SIMPLE:
if not vertex_color:
# change input values
diffuse.inputs[0].default_value = pbrSG['diffuseFactor']
else:
# Create attribute node to get COLOR_0 data
attribute_node = node_tree.nodes.new('ShaderNodeAttribute')
attribute_node.attribute_name = 'COLOR_0'
attribute_node.location = -500, 0
# links
node_tree.links.new(diffuse.inputs[0], attribute_node.outputs[0])
elif pbrSG['diffuse_type'] == gltf.TEXTURE_FACTOR:
# TODO alpha ?
if vertex_color:
# TODO tree locations
# Create attribute / separate / math nodes
attribute_node = node_tree.nodes.new('ShaderNodeAttribute')
attribute_node.attribute_name = 'COLOR_0'
separate_vertex_color = node_tree.nodes.new('ShaderNodeSeparateRGB')
math_vc_R = node_tree.nodes.new('ShaderNodeMath')
math_vc_R.operation = 'MULTIPLY'
math_vc_G = node_tree.nodes.new('ShaderNodeMath')
math_vc_G.operation = 'MULTIPLY'
math_vc_B = node_tree.nodes.new('ShaderNodeMath')
math_vc_B.operation = 'MULTIPLY'
BlenderTextureInfo.create(gltf, pbrSG['diffuseTexture']['index'])
# create UV Map / Mapping / Texture nodes / separate & math and combine
text_node = node_tree.nodes.new('ShaderNodeTexImage')
text_node.image = \
bpy.data.images[
gltf.data.images[gltf.data.textures[pbrSG['diffuseTexture']['index']].source].blender_image_name
]
text_node.location = -1000, 500
combine = node_tree.nodes.new('ShaderNodeCombineRGB')
combine.location = -250, 500
math_R = node_tree.nodes.new('ShaderNodeMath')
math_R.location = -500, 750
math_R.operation = 'MULTIPLY'
math_R.inputs[1].default_value = pbrSG['diffuseFactor'][0]
math_G = node_tree.nodes.new('ShaderNodeMath')
math_G.location = -500, 500
math_G.operation = 'MULTIPLY'
math_G.inputs[1].default_value = pbrSG['diffuseFactor'][1]
math_B = node_tree.nodes.new('ShaderNodeMath')
math_B.location = -500, 250
math_B.operation = 'MULTIPLY'
math_B.inputs[1].default_value = pbrSG['diffuseFactor'][2]
separate = node_tree.nodes.new('ShaderNodeSeparateRGB')
separate.location = -750, 500
mapping = node_tree.nodes.new('ShaderNodeMapping')
mapping.location = -1500, 500
uvmap = node_tree.nodes.new('ShaderNodeUVMap')
uvmap.location = -2000, 500
if 'texCoord' in pbrSG['diffuseTexture'].keys():
uvmap["gltf2_texcoord"] = pbrSG['diffuseTexture']['texCoord'] # Set custom flag to retrieve TexCoord
else:
uvmap["gltf2_texcoord"] = 0 # TODO: set in precompute instead of here?
# UV Map will be set after object/UVMap creation
# Create links
if vertex_color:
node_tree.links.new(separate_vertex_color.inputs[0], attribute_node.outputs[0])
node_tree.links.new(math_vc_R.inputs[1], separate_vertex_color.outputs[0])
node_tree.links.new(math_vc_G.inputs[1], separate_vertex_color.outputs[1])
node_tree.links.new(math_vc_B.inputs[1], separate_vertex_color.outputs[2])
node_tree.links.new(math_vc_R.inputs[0], math_R.outputs[0])
node_tree.links.new(math_vc_G.inputs[0], math_G.outputs[0])
node_tree.links.new(math_vc_B.inputs[0], math_B.outputs[0])
node_tree.links.new(combine.inputs[0], math_vc_R.outputs[0])
node_tree.links.new(combine.inputs[1], math_vc_G.outputs[0])
node_tree.links.new(combine.inputs[2], math_vc_B.outputs[0])
else:
node_tree.links.new(combine.inputs[0], math_R.outputs[0])
node_tree.links.new(combine.inputs[1], math_G.outputs[0])
node_tree.links.new(combine.inputs[2], math_B.outputs[0])
# Common for both mode (non vertex color / vertex color)
node_tree.links.new(math_R.inputs[0], separate.outputs[0])
node_tree.links.new(math_G.inputs[0], separate.outputs[1])
node_tree.links.new(math_B.inputs[0], separate.outputs[2])
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
node_tree.links.new(text_node.inputs[0], mapping.outputs[0])
node_tree.links.new(separate.inputs[0], text_node.outputs[0])
node_tree.links.new(diffuse.inputs[0], combine.outputs[0])
elif pbrSG['diffuse_type'] == gltf.TEXTURE:
BlenderTextureInfo.create(gltf, pbrSG['diffuseTexture']['index'])
# TODO alpha ?
if vertex_color:
# Create attribute / separate / math nodes
attribute_node = node_tree.nodes.new('ShaderNodeAttribute')
attribute_node.attribute_name = 'COLOR_0'
attribute_node.location = -2000, 250
separate_vertex_color = node_tree.nodes.new('ShaderNodeSeparateRGB')
separate_vertex_color.location = -1500, 250
math_vc_R = node_tree.nodes.new('ShaderNodeMath')
math_vc_R.operation = 'MULTIPLY'
math_vc_R.location = -1000, 750
math_vc_G = node_tree.nodes.new('ShaderNodeMath')
math_vc_G.operation = 'MULTIPLY'
math_vc_G.location = -1000, 500
math_vc_B = node_tree.nodes.new('ShaderNodeMath')
math_vc_B.operation = 'MULTIPLY'
math_vc_B.location = -1000, 250
combine = node_tree.nodes.new('ShaderNodeCombineRGB')
combine.location = -500, 500
separate = node_tree.nodes.new('ShaderNodeSeparateRGB')
separate.location = -1500, 500
# create UV Map / Mapping / Texture nodes / separate & math and combine
text_node = node_tree.nodes.new('ShaderNodeTexImage')
text_node.image = bpy.data.images[
gltf.data.images[gltf.data.textures[pbrSG['diffuseTexture']['index']].source].blender_image_name
]
if vertex_color:
text_node.location = -2000, 500
else:
text_node.location = -500, 500
mapping = node_tree.nodes.new('ShaderNodeMapping')
if vertex_color:
mapping.location = -2500, 500
else:
mapping.location = -1500, 500
uvmap = node_tree.nodes.new('ShaderNodeUVMap')
if vertex_color:
uvmap.location = -3000, 500
else:
uvmap.location = -2000, 500
if 'texCoord' in pbrSG['diffuseTexture'].keys():
uvmap["gltf2_texcoord"] = pbrSG['diffuseTexture']['texCoord'] # Set custom flag to retrieve TexCoord
else:
uvmap["gltf2_texcoord"] = 0 # TODO: set in precompute instead of here?
# UV Map will be set after object/UVMap creation
# Create links
if vertex_color:
node_tree.links.new(separate_vertex_color.inputs[0], attribute_node.outputs[0])
node_tree.links.new(math_vc_R.inputs[1], separate_vertex_color.outputs[0])
node_tree.links.new(math_vc_G.inputs[1], separate_vertex_color.outputs[1])
node_tree.links.new(math_vc_B.inputs[1], separate_vertex_color.outputs[2])
node_tree.links.new(combine.inputs[0], math_vc_R.outputs[0])
node_tree.links.new(combine.inputs[1], math_vc_G.outputs[0])
node_tree.links.new(combine.inputs[2], math_vc_B.outputs[0])
node_tree.links.new(separate.inputs[0], text_node.outputs[0])
node_tree.links.new(diffuse.inputs[0], combine.outputs[0])
node_tree.links.new(math_vc_R.inputs[0], separate.outputs[0])
node_tree.links.new(math_vc_G.inputs[0], separate.outputs[1])
node_tree.links.new(math_vc_B.inputs[0], separate.outputs[2])
else:
node_tree.links.new(diffuse.inputs[0], text_node.outputs[0])
# Common for both mode (non vertex color / vertex color)
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
node_tree.links.new(text_node.inputs[0], mapping.outputs[0])
if pbrSG['specgloss_type'] == gltf.SIMPLE:
combine = node_tree.nodes.new('ShaderNodeCombineRGB')
combine.inputs[0].default_value = pbrSG['specularFactor'][0]
combine.inputs[1].default_value = pbrSG['specularFactor'][1]
combine.inputs[2].default_value = pbrSG['specularFactor'][2]
# links
node_tree.links.new(glossy.inputs[0], combine.outputs[0])
elif pbrSG['specgloss_type'] == gltf.TEXTURE:
BlenderTextureInfo.create(gltf, pbrSG['specularGlossinessTexture']['index'])
spec_text = node_tree.nodes.new('ShaderNodeTexImage')
spec_text.image = bpy.data.images[
gltf.data.images[
gltf.data.textures[pbrSG['specularGlossinessTexture']['index']].source
].blender_image_name
]
spec_text.color_space = 'NONE'
spec_text.location = -500, 0
spec_mapping = node_tree.nodes.new('ShaderNodeMapping')
spec_mapping.location = -1000, 0
spec_uvmap = node_tree.nodes.new('ShaderNodeUVMap')
spec_uvmap.location = -1500, 0
if 'texCoord' in pbrSG['specularGlossinessTexture'].keys():
# Set custom flag to retrieve TexCoord
spec_uvmap["gltf2_texcoord"] = pbrSG['specularGlossinessTexture']['texCoord']
else:
spec_uvmap["gltf2_texcoord"] = 0 # TODO: set in precompute instead of here?
# links
node_tree.links.new(glossy.inputs[0], spec_text.outputs[0])
node_tree.links.new(mix.inputs[0], spec_text.outputs[1])
node_tree.links.new(spec_mapping.inputs[0], spec_uvmap.outputs[0])
node_tree.links.new(spec_text.inputs[0], spec_mapping.outputs[0])
elif pbrSG['specgloss_type'] == gltf.TEXTURE_FACTOR:
BlenderTextureInfo.create(gltf, pbrSG['specularGlossinessTexture']['index'])
spec_text = node_tree.nodes.new('ShaderNodeTexImage')
spec_text.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pbrSG['specularGlossinessTexture']['index']].source
].blender_image_name]
spec_text.color_space = 'NONE'
spec_text.location = -1000, 0
spec_math = node_tree.nodes.new('ShaderNodeMath')
spec_math.operation = 'MULTIPLY'
spec_math.inputs[0].default_value = pbrSG['glossinessFactor']
spec_math.location = -250, 100
spec_mapping = node_tree.nodes.new('ShaderNodeMapping')
spec_mapping.location = -1000, 0
spec_uvmap = node_tree.nodes.new('ShaderNodeUVMap')
spec_uvmap.location = -1500, 0
if 'texCoord' in pbrSG['specularGlossinessTexture'].keys():
# Set custom flag to retrieve TexCoord
spec_uvmap["gltf2_texcoord"] = pbrSG['specularGlossinessTexture']['texCoord']
else:
spec_uvmap["gltf2_texcoord"] = 0 # TODO: set in precompute instead of here?
# links
node_tree.links.new(spec_math.inputs[1], spec_text.outputs[0])
node_tree.links.new(mix.inputs[0], spec_text.outputs[1])
node_tree.links.new(glossy.inputs[1], spec_math.outputs[0])
node_tree.links.new(glossy.inputs[0], spec_text.outputs[0])
node_tree.links.new(spec_mapping.inputs[0], spec_uvmap.outputs[0])
node_tree.links.new(spec_text.inputs[0], spec_mapping.outputs[0])
# link node to output
node_tree.links.new(mix.inputs[2], diffuse.outputs[0])
node_tree.links.new(mix.inputs[1], glossy.outputs[0])
node_tree.links.new(output_node.inputs[0], mix.outputs[0])
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