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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 BlenderPbr():
"""Blender Pbr."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
def create(gltf, pypbr, mat_name, vertex_color):
"""Pbr creation."""
engine = bpy.context.scene.render.engine
if engine in ['CYCLES', 'BLENDER_EEVEE']:
BlenderPbr.create_nodetree(gltf, pypbr, mat_name, vertex_color)
def create_nodetree(gltf, pypbr, mat_name, vertex_color):
"""Nodetree creation."""
material = bpy.data.materials[mat_name]
material.use_nodes = True
node_tree = material.node_tree
# If there is no diffuse texture, but only a color, wihtout
# vertex_color, we set this color in viewport color
if pypbr.color_type == gltf.SIMPLE and not vertex_color:
material.diffuse_color = pypbr.base_color_factor[:3]
# delete all nodes except output
for node in list(node_tree.nodes):
if not node.type == 'OUTPUT_MATERIAL':
node_tree.nodes.remove(node)
output_node = node_tree.nodes[0]
output_node.location = 1250, 0
# create PBR node
principled = node_tree.nodes.new('ShaderNodeBsdfPrincipled')
principled.location = 0, 0
if pypbr.color_type == gltf.SIMPLE:
if not vertex_color:
# change input values
principled.inputs[0].default_value = pypbr.base_color_factor
# TODO : currently set metallic & specular in same way
principled.inputs[5].default_value = pypbr.metallic_factor
principled.inputs[7].default_value = pypbr.roughness_factor
else:
# Create attribute node to get COLOR_0 data
attribute_node = node_tree.nodes.new('ShaderNodeAttribute')
attribute_node.attribute_name = 'COLOR_0'
attribute_node.location = -500, 0
# TODO : currently set metallic & specular in same way
principled.inputs[5].default_value = pypbr.metallic_factor
principled.inputs[7].default_value = pypbr.roughness_factor
# links
rgb_node = node_tree.nodes.new('ShaderNodeMixRGB')
rgb_node.blend_type = 'MULTIPLY'
rgb_node.inputs['Fac'].default_value = 1.0
rgb_node.inputs['Color1'].default_value = pypbr.base_color_factor
node_tree.links.new(rgb_node.inputs['Color2'], attribute_node.outputs[0])
node_tree.links.new(principled.inputs[0], rgb_node.outputs[0])
elif pypbr.color_type == gltf.TEXTURE_FACTOR:
# TODO alpha ?
if vertex_color:
# TODO tree locations
# Create attribute / separate / math nodes
attribute_node = node_tree.nodes.new('ShaderNodeAttribute')
attribute_node.attribute_name = 'COLOR_0'
vc_mult_node = node_tree.nodes.new('ShaderNodeMixRGB')
vc_mult_node.blend_type = 'MULTIPLY'
vc_mult_node.inputs['Fac'].default_value = 0.5
BlenderTextureInfo.create(gltf, pypbr.base_color_texture.index)
# create UV Map / Mapping / Texture nodes / separate & math and combine
text_node = node_tree.nodes.new('ShaderNodeTexImage')
text_node.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pypbr.base_color_texture.index].source
].blender_image_name]
text_node.label = 'BASE COLOR'
text_node.location = -1000, 500
mult_node = node_tree.nodes.new('ShaderNodeMixRGB')
mult_node.blend_type = 'MULTIPLY'
mult_node.inputs['Fac'].default_value = 0.5
mult_node.inputs['Color2'].default_value = [
pypbr.base_color_factor[0],
pypbr.base_color_factor[1],
pypbr.base_color_factor[2],
pypbr.base_color_factor[3],
]
mapping = node_tree.nodes.new('ShaderNodeMapping')
mapping.location = -1500, 500
uvmap = node_tree.nodes.new('ShaderNodeUVMap')
uvmap.location = -2000, 500
if pypbr.base_color_texture.tex_coord is not None:
uvmap["gltf2_texcoord"] = pypbr.base_color_texture.tex_coord # Set custom flag to retrieve TexCoord
else:
uvmap["gltf2_texcoord"] = 0 # TODO set in pre_compute instead of here
# UV Map will be set after object/UVMap creation
# Create links
if vertex_color:
node_tree.links.new(vc_mult_node.inputs[2], attribute_node.outputs[0])
node_tree.links.new(vc_mult_node.inputs[1], mult_node.outputs[0])
node_tree.links.new(principled.inputs[0], vc_mult_node.outputs[0])
else:
node_tree.links.new(principled.inputs[0], mult_node.outputs[0])
# Common for both mode (non vertex color / vertex color)
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
node_tree.links.new(text_node.inputs[0], mapping.outputs[0])
node_tree.links.new(mult_node.inputs[1], text_node.outputs[0])
elif pypbr.color_type == gltf.TEXTURE:
BlenderTextureInfo.create(gltf, pypbr.base_color_texture.index)
# TODO alpha ?
if vertex_color:
# Create attribute / separate / math nodes
attribute_node = node_tree.nodes.new('ShaderNodeAttribute')
attribute_node.attribute_name = 'COLOR_0'
attribute_node.location = -2000, 250
vc_mult_node = node_tree.nodes.new('ShaderNodeMixRGB')
vc_mult_node.blend_type = 'MULTIPLY'
vc_mult_node.inputs['Fac'].default_value = 0.5
# create UV Map / Mapping / Texture nodes / separate & math and combine
text_node = node_tree.nodes.new('ShaderNodeTexImage')
text_node.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pypbr.base_color_texture.index].source
].blender_image_name]
text_node.label = 'BASE COLOR'
if vertex_color:
text_node.location = -2000, 500
else:
text_node.location = -500, 500
mapping = node_tree.nodes.new('ShaderNodeMapping')
if vertex_color:
mapping.location = -2500, 500
else:
mapping.location = -1500, 500
uvmap = node_tree.nodes.new('ShaderNodeUVMap')
if vertex_color:
uvmap.location = -3000, 500
else:
uvmap.location = -2000, 500
if pypbr.base_color_texture.tex_coord is not None:
uvmap["gltf2_texcoord"] = pypbr.base_color_texture.tex_coord # Set custom flag to retrieve TexCoord
else:
uvmap["gltf2_texcoord"] = 0 # TODO set in pre_compute instead of here
# UV Map will be set after object/UVMap creation
# Create links
if vertex_color:
node_tree.links.new(vc_mult_node.inputs[2], attribute_node.outputs[0])
node_tree.links.new(vc_mult_node.inputs[1], text_node.outputs[0])
node_tree.links.new(principled.inputs[0], vc_mult_node.outputs[0])
else:
node_tree.links.new(principled.inputs[0], text_node.outputs[0])
# Common for both mode (non vertex color / vertex color)
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
node_tree.links.new(text_node.inputs[0], mapping.outputs[0])
# Says metallic, but it means metallic & Roughness values
if pypbr.metallic_type == gltf.SIMPLE:
principled.inputs[4].default_value = pypbr.metallic_factor
principled.inputs[7].default_value = pypbr.roughness_factor
elif pypbr.metallic_type == gltf.TEXTURE:
BlenderTextureInfo.create(gltf, pypbr.metallic_roughness_texture.index)
metallic_text = node_tree.nodes.new('ShaderNodeTexImage')
metallic_text.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pypbr.metallic_roughness_texture.index].source
].blender_image_name]
metallic_text.color_space = 'NONE'
metallic_text.label = 'METALLIC ROUGHNESS'
metallic_text.location = -500, 0
metallic_separate = node_tree.nodes.new('ShaderNodeSeparateRGB')
metallic_separate.location = -250, 0
metallic_mapping = node_tree.nodes.new('ShaderNodeMapping')
metallic_mapping.location = -1000, 0
metallic_uvmap = node_tree.nodes.new('ShaderNodeUVMap')
metallic_uvmap.location = -1500, 0
if pypbr.metallic_roughness_texture.tex_coord is not None:
# Set custom flag to retrieve TexCoord
metallic_uvmap["gltf2_texcoord"] = pypbr.metallic_roughness_texture.tex_coord
else:
metallic_uvmap["gltf2_texcoord"] = 0 # TODO set in pre_compute instead of here
# links
node_tree.links.new(metallic_separate.inputs[0], metallic_text.outputs[0])
node_tree.links.new(principled.inputs[4], metallic_separate.outputs[2]) # metallic
node_tree.links.new(principled.inputs[7], metallic_separate.outputs[1]) # Roughness
node_tree.links.new(metallic_mapping.inputs[0], metallic_uvmap.outputs[0])
node_tree.links.new(metallic_text.inputs[0], metallic_mapping.outputs[0])
elif pypbr.metallic_type == gltf.TEXTURE_FACTOR:
BlenderTextureInfo.create(gltf, pypbr.metallic_roughness_texture.index)
metallic_text = node_tree.nodes.new('ShaderNodeTexImage')
metallic_text.image = bpy.data.images[gltf.data.images[
gltf.data.textures[pypbr.metallic_roughness_texture.index].source
].blender_image_name]
metallic_text.color_space = 'NONE'
metallic_text.label = 'METALLIC ROUGHNESS'
metallic_text.location = -1000, 0
metallic_separate = node_tree.nodes.new('ShaderNodeSeparateRGB')
metallic_separate.location = -500, 0
metallic_math = node_tree.nodes.new('ShaderNodeMath')
metallic_math.operation = 'MULTIPLY'
metallic_math.inputs[1].default_value = pypbr.metallic_factor
metallic_math.location = -250, 100
roughness_math = node_tree.nodes.new('ShaderNodeMath')
roughness_math.operation = 'MULTIPLY'
roughness_math.inputs[1].default_value = pypbr.roughness_factor
roughness_math.location = -250, -100
metallic_mapping = node_tree.nodes.new('ShaderNodeMapping')
metallic_mapping.location = -1000, 0
metallic_uvmap = node_tree.nodes.new('ShaderNodeUVMap')
metallic_uvmap.location = -1500, 0
if pypbr.metallic_roughness_texture.tex_coord is not None:
# Set custom flag to retrieve TexCoord
metallic_uvmap["gltf2_texcoord"] = pypbr.metallic_roughness_texture.tex_coord
else:
metallic_uvmap["gltf2_texcoord"] = 0 # TODO set in pre_compute instead of here
# links
node_tree.links.new(metallic_separate.inputs[0], metallic_text.outputs[0])
# metallic
node_tree.links.new(metallic_math.inputs[0], metallic_separate.outputs[2])
node_tree.links.new(principled.inputs[4], metallic_math.outputs[0])
# roughness
node_tree.links.new(roughness_math.inputs[0], metallic_separate.outputs[1])
node_tree.links.new(principled.inputs[7], roughness_math.outputs[0])
node_tree.links.new(metallic_mapping.inputs[0], metallic_uvmap.outputs[0])
node_tree.links.new(metallic_text.inputs[0], metallic_mapping.outputs[0])
# link node to output
node_tree.links.new(output_node.inputs[0], principled.outputs[0])
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