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# Copyright 2018-2021 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_image import BlenderImage
from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
from io_scene_gltf2.io.com.gltf2_io import Sampler
from io_scene_gltf2.io.com.gltf2_io_constants import TextureFilter, TextureWrap
def texture(
mh,
tex_info,
location, # Upper-right corner of the TexImage node
label, # Label for the TexImg node
color_socket,
alpha_socket=None,
is_data=False,
):
"""Creates nodes for a TextureInfo and hooks up the color/alpha outputs."""
x, y = location
pytexture = mh.gltf.data.textures[tex_info.index]
if pytexture.sampler is not None:
pysampler = mh.gltf.data.samplers[pytexture.sampler]
else:
pysampler = Sampler.from_dict({})
needs_uv_map = False # whether to create UVMap node
# Image Texture
tex_img = mh.node_tree.nodes.new('ShaderNodeTexImage')
tex_img.location = x - 240, y
tex_img.label = label
# Get image
if pytexture.source is not None:
BlenderImage.create(mh.gltf, pytexture.source)
pyimg = mh.gltf.data.images[pytexture.source]
blender_image_name = pyimg.blender_image_name
if blender_image_name:
tex_img.image = bpy.data.images[blender_image_name]
# Set colorspace for data images
if is_data:
if tex_img.image:
tex_img.image.colorspace_settings.is_data = True
# Set filtering
set_filtering(tex_img, pysampler)
# Outputs
mh.node_tree.links.new(color_socket, tex_img.outputs['Color'])
if alpha_socket is not None:
mh.node_tree.links.new(alpha_socket, tex_img.outputs['Alpha'])
# Inputs
uv_socket = tex_img.inputs[0]
x -= 340
# Do wrapping
wrap_s = pysampler.wrap_s
wrap_t = pysampler.wrap_t
if wrap_s is None:
wrap_s = TextureWrap.Repeat
if wrap_t is None:
wrap_t = TextureWrap.Repeat
# If wrapping is REPEATxREPEAT or CLAMPxCLAMP, just set tex_img.extension
if (wrap_s, wrap_t) == (TextureWrap.Repeat, TextureWrap.Repeat):
tex_img.extension = 'REPEAT'
elif (wrap_s, wrap_t) == (TextureWrap.ClampToEdge, TextureWrap.ClampToEdge):
tex_img.extension = 'EXTEND'
else:
# Otherwise separate the UV components and use math nodes to compute
# the wrapped UV coordinates
# => [Separate XYZ] => [Wrap for S] => [Combine XYZ] =>
# => [Wrap for T] =>
tex_img.extension = 'EXTEND' # slightly better errors near the edge than REPEAT
# Combine XYZ
com_uv = mh.node_tree.nodes.new('ShaderNodeCombineXYZ')
com_uv.location = x - 140, y - 100
mh.node_tree.links.new(uv_socket, com_uv.outputs[0])
u_socket = com_uv.inputs[0]
v_socket = com_uv.inputs[1]
x -= 200
for i in [0, 1]:
wrap = [wrap_s, wrap_t][i]
socket = [u_socket, v_socket][i]
if wrap == TextureWrap.Repeat:
# WRAP node for REPEAT
math = mh.node_tree.nodes.new('ShaderNodeMath')
math.location = x - 140, y + 30 - i*200
math.operation = 'WRAP'
math.inputs[1].default_value = 0
math.inputs[2].default_value = 1
mh.node_tree.links.new(socket, math.outputs[0])
socket = math.inputs[0]
elif wrap == TextureWrap.MirroredRepeat:
# PINGPONG node for MIRRORED_REPEAT
math = mh.node_tree.nodes.new('ShaderNodeMath')
math.location = x - 140, y + 30 - i*200
math.operation = 'PINGPONG'
math.inputs[1].default_value = 1
mh.node_tree.links.new(socket, math.outputs[0])
socket = math.inputs[0]
else:
# Pass-through CLAMP since the tex_img node is set to EXTEND
pass
if i == 0:
u_socket = socket
else:
v_socket = socket
x -= 200
# Separate XYZ
sep_uv = mh.node_tree.nodes.new('ShaderNodeSeparateXYZ')
sep_uv.location = x - 140, y - 100
mh.node_tree.links.new(u_socket, sep_uv.outputs[0])
mh.node_tree.links.new(v_socket, sep_uv.outputs[1])
uv_socket = sep_uv.inputs[0]
x -= 200
needs_uv_map = True
# UV Transform (for KHR_texture_transform)
needs_tex_transform = 'KHR_texture_transform' in (tex_info.extensions or {})
if needs_tex_transform:
mapping = mh.node_tree.nodes.new('ShaderNodeMapping')
mapping.location = x - 160, y + 30
mapping.vector_type = 'POINT'
# Outputs
mh.node_tree.links.new(uv_socket, mapping.outputs[0])
# Inputs
uv_socket = mapping.inputs[0]
transform = tex_info.extensions['KHR_texture_transform']
transform = texture_transform_gltf_to_blender(transform)
mapping.inputs['Location'].default_value[0] = transform['offset'][0]
mapping.inputs['Location'].default_value[1] = transform['offset'][1]
mapping.inputs['Rotation'].default_value[2] = transform['rotation']
mapping.inputs['Scale'].default_value[0] = transform['scale'][0]
mapping.inputs['Scale'].default_value[1] = transform['scale'][1]
x -= 260
needs_uv_map = True
# UV Map
uv_idx = tex_info.tex_coord or 0
try:
uv_idx = tex_info.extensions['KHR_texture_transform']['texCoord']
except Exception:
pass
if uv_idx != 0 or needs_uv_map:
uv_map = mh.node_tree.nodes.new('ShaderNodeUVMap')
uv_map.location = x - 160, y - 70
uv_map.uv_map = 'UVMap' if uv_idx == 0 else 'UVMap.%03d' % uv_idx
# Outputs
mh.node_tree.links.new(uv_socket, uv_map.outputs[0])
def set_filtering(tex_img, pysampler):
"""Set the filtering/interpolation on an Image Texture from the glTf sampler."""
minf = pysampler.min_filter
magf = pysampler.mag_filter
# Ignore mipmapping
if minf in [TextureFilter.NearestMipmapNearest, TextureFilter.NearestMipmapLinear]:
minf = TextureFilter.Nearest
elif minf in [TextureFilter.LinearMipmapNearest, TextureFilter.LinearMipmapLinear]:
minf = TextureFilter.Linear
# If both are nearest or the only specified one was nearest, use nearest.
if (minf, magf) in [
(TextureFilter.Nearest, TextureFilter.Nearest),
(TextureFilter.Nearest, None),
(None, TextureFilter.Nearest),
]:
tex_img.interpolation = 'Closest'
else:
tex_img.interpolation = 'Linear'
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