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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
from ..com.gltf2_blender_material_helpers import get_preoutput_node_output
class BlenderEmissiveMap():
"""Blender Emissive Map."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf, material_idx, vertex_color):
"""Create emissive map."""
engine = bpy.context.scene.render.engine
if engine in ['CYCLES', 'BLENDER_EEVEE']:
BlenderEmissiveMap.create_nodetree(gltf, material_idx, vertex_color)
def create_nodetree(gltf, material_idx, vertex_color):
"""Create node tree."""
pymaterial = gltf.data.materials[material_idx]
material = bpy.data.materials[pymaterial.blender_material[vertex_color]]
node_tree = material.node_tree
BlenderTextureInfo.create(gltf, pymaterial.emissive_texture.index)
# check if there is some emssive_factor on material
if pymaterial.emissive_factor is None:
# Default in glTF specification is 0/0/0 --> No emission
pymaterial.emissive_factor = [0.0, 0.0, 0.0]
# retrieve principled node and output node
principled = get_preoutput_node_output(node_tree)
output = [node for node in node_tree.nodes if node.type == 'OUTPUT_MATERIAL'][0]
# add nodes
emit = node_tree.nodes.new('ShaderNodeEmission')
emit.location = 0, 1000
if pymaterial.emissive_factor != [1.0, 1.0, 1.0]:
mult_node = node_tree.nodes.new('ShaderNodeMixRGB')
mult_node.blend_type = 'MULTIPLY'
mult_node.inputs['Fac'].default_value = 1.0
mult_node.location = -500, 1000
mult_node.inputs['Color2'].default_value = [
pymaterial.emissive_factor[0],
pymaterial.emissive_factor[1],
pymaterial.emissive_factor[2],
1.0,
]
mapping = node_tree.nodes.new('ShaderNodeMapping')
mapping.location = -1500, 1000
uvmap = node_tree.nodes.new('ShaderNodeUVMap')
uvmap.location = -2000, 1000
if pymaterial.emissive_texture.tex_coord is not None:
uvmap["gltf2_texcoord"] = pymaterial.emissive_texture.tex_coord # Set custom flag to retrieve TexCoord
else:
uvmap["gltf2_texcoord"] = 0 # TODO: set in precompute instead of here?
text = node_tree.nodes.new('ShaderNodeTexImage')
if gltf.data.images[
gltf.data.textures[pymaterial.emissive_texture.index].source
].blender_image_name is not None:
text.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pymaterial.emissive_texture.index].source
].blender_image_name]
text.label = 'EMISSIVE'
text.location = -1000, 1000
add = node_tree.nodes.new('ShaderNodeAddShader')
add.location = 500, 500
# create links
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
node_tree.links.new(text.inputs[0], mapping.outputs[0])
if pymaterial.emissive_factor != [1.0, 1.0, 1.0]:
node_tree.links.new(mult_node.inputs[1], text.outputs[0])
node_tree.links.new(emit.inputs[0], mult_node.outputs[0])
else:
node_tree.links.new(emit.inputs[0], text.outputs[0])
# following links will modify PBR node tree
node_tree.links.new(add.inputs[0], emit.outputs[0])
node_tree.links.new(add.inputs[1], principled)
node_tree.links.new(output.inputs[0], add.outputs[0])
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