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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 BlenderNormalMap():
"""Blender Normal map."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf, material_idx, vertex_color):
"""Creation of Normal map."""
engine = bpy.context.scene.render.engine
if engine in ['CYCLES', 'BLENDER_EEVEE']:
BlenderNormalMap.create_nodetree(gltf, material_idx, vertex_color)
def create_nodetree(gltf, material_idx, vertex_color):
"""Creation of Nodetree."""
pymaterial = gltf.data.materials[material_idx]
material = bpy.data.materials[pymaterial.blender_material[vertex_color]]
node_tree = material.node_tree
BlenderTextureInfo.create(gltf, pymaterial.normal_texture.index)
# retrieve principled node and output node
principled = None
diffuse = None
glossy = None
if len([node for node in node_tree.nodes if node.type == "BSDF_PRINCIPLED"]) != 0:
principled = [node for node in node_tree.nodes if node.type == "BSDF_PRINCIPLED"][0]
else:
# No principled, we are probably coming from extension
diffuse = [node for node in node_tree.nodes if node.type == "BSDF_DIFFUSE"][0]
glossy = [node for node in node_tree.nodes if node.type == "BSDF_GLOSSY"][0]
# add nodes
mapping = node_tree.nodes.new('ShaderNodeMapping')
mapping.location = -1000, -500
uvmap = node_tree.nodes.new('ShaderNodeUVMap')
uvmap.location = -1500, -500
if pymaterial.normal_texture.tex_coord is not None:
uvmap["gltf2_texcoord"] = pymaterial.normal_texture.tex_coord # Set custom flag to retrieve TexCoord
else:
uvmap["gltf2_texcoord"] = 0 # TODO set in pre_compute instead of here
text = node_tree.nodes.new('ShaderNodeTexImage')
text.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pymaterial.normal_texture.index].source
].blender_image_name]
text.label = 'NORMALMAP'
text.color_space = 'NONE'
text.location = -500, -500
normalmap_node = node_tree.nodes.new('ShaderNodeNormalMap')
normalmap_node.location = -250, -500
if pymaterial.normal_texture.tex_coord is not None:
# Set custom flag to retrieve TexCoord
normalmap_node["gltf2_texcoord"] = pymaterial.normal_texture.tex_coord
else:
normalmap_node["gltf2_texcoord"] = 0 # TODO set in pre_compute instead of here
# create links
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
node_tree.links.new(text.inputs[0], mapping.outputs[0])
node_tree.links.new(normalmap_node.inputs[1], text.outputs[0])
# following links will modify PBR node tree
if principled:
node_tree.links.new(principled.inputs[17], normalmap_node.outputs[0])
if diffuse:
node_tree.links.new(diffuse.inputs[2], normalmap_node.outputs[0])
if glossy:
node_tree.links.new(glossy.inputs[2], normalmap_node.outputs[0])
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