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gltf2_blender_map_occlusion.py « imp « blender « io_scene_gltf2 - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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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])