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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 ...io.com.gltf2_io import TextureInfo, MaterialPBRMetallicRoughness
from ..com.gltf2_blender_material_helpers import get_gltf_node_name
from .gltf2_blender_texture import texture
from .gltf2_blender_KHR_materials_clearcoat import \
clearcoat, clearcoat_roughness, clearcoat_normal
class MaterialHelper:
"""Helper class. Stores material stuff to be passed around everywhere."""
def __init__(self, gltf, pymat, mat, vertex_color):
self.gltf = gltf
self.pymat = pymat
self.mat = mat
self.node_tree = mat.node_tree
self.vertex_color = vertex_color
if pymat.pbr_metallic_roughness is None:
pymat.pbr_metallic_roughness = \
MaterialPBRMetallicRoughness.from_dict({})
def is_opaque(self):
alpha_mode = self.pymat.alpha_mode
return alpha_mode is None or alpha_mode == 'OPAQUE'
def needs_emissive(self):
return (
self.pymat.emissive_texture is not None or
(self.pymat.emissive_factor or [0, 0, 0]) != [0, 0, 0]
)
def pbr_metallic_roughness(mh: MaterialHelper):
"""Creates node tree for pbrMetallicRoughness materials."""
pbr_node = mh.node_tree.nodes.new('ShaderNodeBsdfPrincipled')
pbr_node.location = 10, 300
make_output_nodes(
mh,
location=(250, 260),
shader_socket=pbr_node.outputs[0],
make_emission_socket=False,
make_alpha_socket=False,
)
locs = calc_locations(mh)
emission(
mh,
location=locs['emission'],
color_socket=pbr_node.inputs['Emission'],
strength_socket=pbr_node.inputs['Emission Strength'],
)
base_color(
mh,
location=locs['base_color'],
color_socket=pbr_node.inputs['Base Color'],
alpha_socket=pbr_node.inputs['Alpha'] if not mh.is_opaque() else None,
)
metallic_roughness(
mh,
location=locs['metallic_roughness'],
metallic_socket=pbr_node.inputs['Metallic'],
roughness_socket=pbr_node.inputs['Roughness'],
)
normal(
mh,
location=locs['normal'],
normal_socket=pbr_node.inputs['Normal'],
)
if mh.pymat.occlusion_texture is not None:
node = make_settings_node(mh)
node.location = 40, -370
node.width = 180
occlusion(
mh,
location=locs['occlusion'],
occlusion_socket=node.inputs['Occlusion'],
)
clearcoat(
mh,
location=locs['clearcoat'],
clearcoat_socket=pbr_node.inputs['Clearcoat'],
)
clearcoat_roughness(
mh,
location=locs['clearcoat_roughness'],
roughness_socket=pbr_node.inputs['Clearcoat Roughness'],
)
clearcoat_normal(
mh,
location=locs['clearcoat_normal'],
normal_socket=pbr_node.inputs['Clearcoat Normal'],
)
def calc_locations(mh):
"""Calculate locations to place each bit of the node graph at."""
# Lay the blocks out top-to-bottom, aligned on the right
x = -200
y = 0
height = 460 # height of each block
locs = {}
try:
clearcoat_ext = mh.pymat.extensions['KHR_materials_clearcoat']
except Exception:
clearcoat_ext = {}
locs['base_color'] = (x, y)
if mh.pymat.pbr_metallic_roughness.base_color_texture is not None or mh.vertex_color:
y -= height
locs['metallic_roughness'] = (x, y)
if mh.pymat.pbr_metallic_roughness.metallic_roughness_texture is not None:
y -= height
locs['clearcoat'] = (x, y)
if 'clearcoatTexture' in clearcoat_ext:
y -= height
locs['clearcoat_roughness'] = (x, y)
if 'clearcoatRoughnessTexture' in clearcoat_ext:
y -= height
locs['emission'] = (x, y)
if mh.pymat.emissive_texture is not None:
y -= height
locs['normal'] = (x, y)
if mh.pymat.normal_texture is not None:
y -= height
locs['clearcoat_normal'] = (x, y)
if 'clearcoatNormalTexture' in clearcoat_ext:
y -= height
locs['occlusion'] = (x, y)
if mh.pymat.occlusion_texture is not None:
y -= height
# Center things
total_height = -y
y_offset = total_height / 2 - 20
for key in locs:
x, y = locs[key]
locs[key] = (x, y + y_offset)
return locs
# These functions each create one piece of the node graph, slotting
# their outputs into the given socket, or setting its default value.
# location is roughly the upper-right corner of where to put nodes.
# [Texture] => [Emissive Factor] =>
def emission(mh: MaterialHelper, location, color_socket, strength_socket=None):
x, y = location
emissive_factor = mh.pymat.emissive_factor or [0, 0, 0]
if color_socket is None:
return
if mh.pymat.emissive_texture is None:
color_socket.default_value = emissive_factor + [1]
return
# Put grayscale emissive factors into the Emission Strength
e0, e1, e2 = emissive_factor
if strength_socket and e0 == e1 == e2:
strength_socket.default_value = e0
# Otherwise, use a multiply node for it
else:
if emissive_factor != [1, 1, 1]:
node = mh.node_tree.nodes.new('ShaderNodeMixRGB')
node.label = 'Emissive Factor'
node.location = x - 140, y
node.blend_type = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(color_socket, node.outputs[0])
# Inputs
node.inputs['Fac'].default_value = 1.0
color_socket = node.inputs['Color1']
node.inputs['Color2'].default_value = emissive_factor + [1]
x -= 200
texture(
mh,
tex_info=mh.pymat.emissive_texture,
label='EMISSIVE',
location=(x, y),
color_socket=color_socket,
)
# [Texture] => [Mix Colors] => [Color Factor] =>
# [Vertex Color] => [Mix Alphas] => [Alpha Factor] =>
def base_color(
mh: MaterialHelper,
location,
color_socket,
alpha_socket=None,
is_diffuse=False,
):
"""Handle base color (= baseColorTexture * vertexColor * baseColorFactor)."""
x, y = location
pbr = mh.pymat.pbr_metallic_roughness
if not is_diffuse:
base_color_factor = pbr.base_color_factor
base_color_texture = pbr.base_color_texture
else:
# Handle pbrSpecularGlossiness's diffuse with this function too,
# since it's almost exactly the same as base color.
base_color_factor = \
mh.pymat.extensions['KHR_materials_pbrSpecularGlossiness'] \
.get('diffuseFactor', [1, 1, 1, 1])
base_color_texture = \
mh.pymat.extensions['KHR_materials_pbrSpecularGlossiness'] \
.get('diffuseTexture', None)
if base_color_texture is not None:
base_color_texture = TextureInfo.from_dict(base_color_texture)
if base_color_factor is None:
base_color_factor = [1, 1, 1, 1]
if base_color_texture is None and not mh.vertex_color:
color_socket.default_value = base_color_factor[:3] + [1]
if alpha_socket is not None:
alpha_socket.default_value = base_color_factor[3]
return
# Mix in base color factor
needs_color_factor = base_color_factor[:3] != [1, 1, 1]
needs_alpha_factor = base_color_factor[3] != 1.0 and alpha_socket is not None
if needs_color_factor or needs_alpha_factor:
if needs_color_factor:
node = mh.node_tree.nodes.new('ShaderNodeMixRGB')
node.label = 'Color Factor'
node.location = x - 140, y
node.blend_type = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(color_socket, node.outputs[0])
# Inputs
node.inputs['Fac'].default_value = 1.0
color_socket = node.inputs['Color1']
node.inputs['Color2'].default_value = base_color_factor[:3] + [1]
if needs_alpha_factor:
node = mh.node_tree.nodes.new('ShaderNodeMath')
node.label = 'Alpha Factor'
node.location = x - 140, y - 200
# Outputs
mh.node_tree.links.new(alpha_socket, node.outputs[0])
# Inputs
node.operation = 'MULTIPLY'
alpha_socket = node.inputs[0]
node.inputs[1].default_value = base_color_factor[3]
x -= 200
# These are where the texture/vertex color node will put its output.
texture_color_socket = color_socket
texture_alpha_socket = alpha_socket
vcolor_color_socket = color_socket
vcolor_alpha_socket = alpha_socket
# Mix texture and vertex color together
if base_color_texture is not None and mh.vertex_color:
node = mh.node_tree.nodes.new('ShaderNodeMixRGB')
node.label = 'Mix Vertex Color'
node.location = x - 140, y
node.blend_type = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(color_socket, node.outputs[0])
# Inputs
node.inputs['Fac'].default_value = 1.0
texture_color_socket = node.inputs['Color1']
vcolor_color_socket = node.inputs['Color2']
if alpha_socket is not None:
node = mh.node_tree.nodes.new('ShaderNodeMath')
node.label = 'Mix Vertex Alpha'
node.location = x - 140, y - 200
node.operation = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(alpha_socket, node.outputs[0])
# Inputs
texture_alpha_socket = node.inputs[0]
vcolor_alpha_socket = node.inputs[1]
x -= 200
# Vertex Color
if mh.vertex_color:
node = mh.node_tree.nodes.new('ShaderNodeVertexColor')
node.layer_name = 'Col'
node.location = x - 250, y - 240
# Outputs
mh.node_tree.links.new(vcolor_color_socket, node.outputs['Color'])
if vcolor_alpha_socket is not None:
mh.node_tree.links.new(vcolor_alpha_socket, node.outputs['Alpha'])
x -= 280
# Texture
if base_color_texture is not None:
texture(
mh,
tex_info=base_color_texture,
label='BASE COLOR' if not is_diffuse else 'DIFFUSE',
location=(x, y),
color_socket=texture_color_socket,
alpha_socket=texture_alpha_socket,
)
# [Texture] => [Separate GB] => [Metal/Rough Factor] =>
def metallic_roughness(mh: MaterialHelper, location, metallic_socket, roughness_socket):
x, y = location
pbr = mh.pymat.pbr_metallic_roughness
metal_factor = pbr.metallic_factor
rough_factor = pbr.roughness_factor
if metal_factor is None:
metal_factor = 1.0
if rough_factor is None:
rough_factor = 1.0
if pbr.metallic_roughness_texture is None:
metallic_socket.default_value = metal_factor
roughness_socket.default_value = rough_factor
return
if metal_factor != 1.0 or rough_factor != 1.0:
# Mix metal factor
if metal_factor != 1.0:
node = mh.node_tree.nodes.new('ShaderNodeMath')
node.label = 'Metallic Factor'
node.location = x - 140, y
node.operation = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(metallic_socket, node.outputs[0])
# Inputs
metallic_socket = node.inputs[0]
node.inputs[1].default_value = metal_factor
# Mix rough factor
if rough_factor != 1.0:
node = mh.node_tree.nodes.new('ShaderNodeMath')
node.label = 'Roughness Factor'
node.location = x - 140, y - 200
node.operation = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(roughness_socket, node.outputs[0])
# Inputs
roughness_socket = node.inputs[0]
node.inputs[1].default_value = rough_factor
x -= 200
# Separate RGB
node = mh.node_tree.nodes.new('ShaderNodeSeparateRGB')
node.location = x - 150, y - 75
# Outputs
mh.node_tree.links.new(metallic_socket, node.outputs['B'])
mh.node_tree.links.new(roughness_socket, node.outputs['G'])
# Inputs
color_socket = node.inputs[0]
x -= 200
texture(
mh,
tex_info=pbr.metallic_roughness_texture,
label='METALLIC ROUGHNESS',
location=(x, y),
is_data=True,
color_socket=color_socket,
)
# [Texture] => [Normal Map] =>
def normal(mh: MaterialHelper, location, normal_socket):
x,y = location
tex_info = mh.pymat.normal_texture
if tex_info is None:
return
# Normal map
node = mh.node_tree.nodes.new('ShaderNodeNormalMap')
node.location = x - 150, y - 40
# Set UVMap
uv_idx = tex_info.tex_coord or 0
try:
uv_idx = tex_info.extensions['KHR_texture_transform']['texCoord']
except Exception:
pass
node.uv_map = 'UVMap' if uv_idx == 0 else 'UVMap.%03d' % uv_idx
# Set strength
scale = tex_info.scale
scale = scale if scale is not None else 1
node.inputs['Strength'].default_value = scale
# Outputs
mh.node_tree.links.new(normal_socket, node.outputs['Normal'])
# Inputs
color_socket = node.inputs['Color']
x -= 200
texture(
mh,
tex_info=tex_info,
label='NORMALMAP',
location=(x, y),
is_data=True,
color_socket=color_socket,
)
# [Texture] => [Separate R] =>
def occlusion(mh: MaterialHelper, location, occlusion_socket):
x, y = location
if mh.pymat.occlusion_texture is None:
return
# Separate RGB
node = mh.node_tree.nodes.new('ShaderNodeSeparateRGB')
node.location = x - 150, y - 75
# Outputs
mh.node_tree.links.new(occlusion_socket, node.outputs['R'])
# Inputs
color_socket = node.inputs[0]
x -= 200
texture(
mh,
tex_info=mh.pymat.occlusion_texture,
label='OCCLUSION',
location=(x, y),
is_data=True,
color_socket=color_socket,
)
# => [Add Emission] => [Mix Alpha] => [Material Output]
def make_output_nodes(
mh: MaterialHelper,
location,
shader_socket,
make_emission_socket,
make_alpha_socket,
):
"""
Creates the Material Output node and connects shader_socket to it.
If requested, it can also create places to hookup the emission/alpha
in between shader_socket and the Output node too.
:return: a pair containing the sockets you should put emission and alpha
in (None if not requested).
"""
x, y = location
emission_socket = None
alpha_socket = None
# Create an Emission node and add it to the shader.
if make_emission_socket:
# Emission
node = mh.node_tree.nodes.new('ShaderNodeEmission')
node.location = x + 50, y + 250
# Inputs
emission_socket = node.inputs[0]
# Outputs
emission_output = node.outputs[0]
# Add
node = mh.node_tree.nodes.new('ShaderNodeAddShader')
node.location = x + 250, y + 160
# Inputs
mh.node_tree.links.new(node.inputs[0], emission_output)
mh.node_tree.links.new(node.inputs[1], shader_socket)
# Outputs
shader_socket = node.outputs[0]
if make_alpha_socket:
x += 200
y += 175
else:
x += 380
y += 125
# Mix with a Transparent BSDF. Mixing factor is the alpha value.
if make_alpha_socket:
# Transparent BSDF
node = mh.node_tree.nodes.new('ShaderNodeBsdfTransparent')
node.location = x + 100, y - 350
# Outputs
transparent_out = node.outputs[0]
# Mix
node = mh.node_tree.nodes.new('ShaderNodeMixShader')
node.location = x + 340, y - 180
# Inputs
alpha_socket = node.inputs[0]
mh.node_tree.links.new(node.inputs[1], transparent_out)
mh.node_tree.links.new(node.inputs[2], shader_socket)
# Outputs
shader_socket = node.outputs[0]
x += 480
y -= 210
# Material output
node = mh.node_tree.nodes.new('ShaderNodeOutputMaterial')
node.location = x + 70, y + 10
# Outputs
mh.node_tree.links.new(node.inputs[0], shader_socket)
return emission_socket, alpha_socket
def make_settings_node(mh):
"""
Make a Group node with a hookup for Occlusion. No effect in Blender, but
used to tell the exporter what the occlusion map should be.
"""
node = mh.node_tree.nodes.new('ShaderNodeGroup')
node.node_tree = get_settings_group()
return node
def get_settings_group():
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
return gltf_node_group
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