Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gltf2_blender_map_emissive.py « imp « blender « io_scene_gltf2 - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 22af5ccbd589c91d470f628f8951a49f1a49c9f1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
# 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')
        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])