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# Copyright 2018-2019 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_gltf_node_name
from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
class BlenderOcclusionMap():
"""Blender Occlusion map."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf, material_idx, vertex_color):
"""Occlusion map creation."""
engine = bpy.context.scene.render.engine
if engine in ['CYCLES', 'BLENDER_EEVEE']:
BlenderOcclusionMap.create_nodetree(gltf, material_idx, vertex_color)
def create_nodetree(gltf, material_idx, vertex_color):
"""Nodetree creation."""
pymaterial = gltf.data.materials[material_idx]
material = bpy.data.materials[pymaterial.blender_material[vertex_color]]
node_tree = material.node_tree
BlenderTextureInfo.create(gltf, pymaterial.occlusion_texture)
# Pack texture. Occlusion is calculated from Cycles or Eevee, so do nothing
if gltf.data.images[gltf.data.textures[
pymaterial.occlusion_texture.index
].source].blender_image_name is not None:
bpy.data.images[gltf.data.images[gltf.data.textures[
pymaterial.occlusion_texture.index
].source].blender_image_name].use_fake_user = True
# Create a fake node group for exporter
gltf_node_group_name = get_gltf_node_name()
if gltf_node_group_name in bpy.data.node_groups:
gltf_node_group = bpy.data.node_groups[gltf_node_group_name]
else:
# Create a new node group
gltf_node_group = bpy.data.node_groups.new(gltf_node_group_name, 'ShaderNodeTree')
gltf_node_group.inputs.new("NodeSocketFloat", "Occlusion")
gltf_node_group.nodes.new('NodeGroupOutput')
gltf_node_group_input = gltf_node_group.nodes.new('NodeGroupInput')
gltf_node_group_input.location = -200, 0
# Set the node group inside material node tree
ao_node = node_tree.nodes.new('ShaderNodeGroup')
ao_node.node_tree = gltf_node_group
ao_node.location = 0, 200
# Check if the texture node already exists (if used by other parameter metal / roughness)
found = False
for node in [node for node in node_tree.nodes if node.type == "TEX_IMAGE"]:
if gltf.data.images[gltf.data.textures[
pymaterial.occlusion_texture.index
].source].blender_image_name == node.image.name:
# This is our image !
# Retrieve separate node if found
if node.outputs['Color'].is_linked:
for link in node.outputs['Color'].links:
if link.to_node.type == 'SEPRGB':
node_tree.links.new(ao_node.inputs[0], link.to_node.outputs[0])
found = True
break
if found == True:
break
if found == False:
# Need to create the texture node & separate node
mapping = node_tree.nodes.new('ShaderNodeMapping')
uvmap = node_tree.nodes.new('ShaderNodeUVMap')
separate = node_tree.nodes.new('ShaderNodeSeparateRGB')
if pymaterial.occlusion_texture.tex_coord is not None:
uvmap["gltf2_texcoord"] = pymaterial.occlusion_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')
if gltf.data.images[
gltf.data.textures[pymaterial.occlusion_texture.index].source
].blender_image_name is not None:
text.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pymaterial.occlusion_texture.index].source
].blender_image_name]
text.label = 'OCCLUSION'
if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
tex_transform = text.image['tex_transform'][str(pymaterial.occlusion_texture.index)]
mapping.inputs['Location'].default_value[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
mapping.inputs['Location'].default_value[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
mapping.inputs['Rotation'].default_value[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
mapping.inputs['Scale'].default_value[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
mapping.inputs['Scale'].default_value[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
# 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(separate.inputs[0], text.outputs[0])
node_tree.links.new(ao_node.inputs[0], separate.outputs[0])
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