glTF exporter: refactor: unify texture info functions

This commit is contained in:
Julien Duroure 2020-09-05 16:09:07 +02:00
parent 4c4502ff1c
commit d37be8f892
5 changed files with 52 additions and 280 deletions

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@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (1, 4, 21),
"version": (1, 4, 22),
'blender': (2, 90, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

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@ -1,137 +0,0 @@
# 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
import typing
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture
from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
from io_scene_gltf2.blender.exp import gltf2_blender_get
from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
@cached
def gather_material_normal_texture_info_class(
blender_shader_sockets: typing.Tuple[bpy.types.NodeSocket],
export_settings):
if not __filter_texture_info(blender_shader_sockets, export_settings):
return None
texture_info = gltf2_io.MaterialNormalTextureInfoClass(
extensions=__gather_extensions(blender_shader_sockets, export_settings),
extras=__gather_extras(blender_shader_sockets, export_settings),
scale=__gather_scale(blender_shader_sockets, export_settings),
index=__gather_index(blender_shader_sockets, export_settings),
tex_coord=__gather_tex_coord(blender_shader_sockets, export_settings)
)
if texture_info.index is None:
return None
export_user_extensions('gather_material_normal_texture_info_class_hook',
export_settings,
texture_info,
blender_shader_sockets)
return texture_info
def __filter_texture_info(blender_shader_sockets, export_settings):
if not blender_shader_sockets:
return False
if not all([elem is not None for elem in blender_shader_sockets]):
return False
if any([__get_tex_from_socket(socket) is None for socket in blender_shader_sockets]):
# sockets do not lead to a texture --> discard
return False
return True
def __gather_extensions(blender_shader_sockets, export_settings):
if not hasattr(blender_shader_sockets[0], 'links'):
return None
tex_nodes = [__get_tex_from_socket(socket).shader_node for socket in blender_shader_sockets]
texture_node = tex_nodes[0] if (tex_nodes is not None and len(tex_nodes) > 0) else None
if texture_node is None:
return None
texture_transform = gltf2_blender_get.get_texture_transform_from_texture_node(texture_node)
if texture_transform is None:
return None
extension = Extension("KHR_texture_transform", texture_transform)
return {"KHR_texture_transform": extension}
def __gather_extras(blender_shader_sockets, export_settings):
return None
def __gather_scale(blender_shader_sockets, export_settings):
result = gltf2_blender_search_node_tree.from_socket(
blender_shader_sockets[0],
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeNormalMap))
if not result:
return None
strengthInput = result[0].shader_node.inputs['Strength']
if not strengthInput.is_linked and strengthInput.default_value != 1:
return strengthInput.default_value
return None
def __gather_index(blender_shader_sockets, export_settings):
# We just put the actual shader into the 'index' member
return gltf2_blender_gather_texture.gather_texture(blender_shader_sockets, export_settings)
def __gather_tex_coord(blender_shader_sockets, export_settings):
blender_shader_node = __get_tex_from_socket(blender_shader_sockets[0]).shader_node
if len(blender_shader_node.inputs['Vector'].links) == 0:
return 0
input_node = blender_shader_node.inputs['Vector'].links[0].from_node
if isinstance(input_node, bpy.types.ShaderNodeMapping):
if len(input_node.inputs['Vector'].links) == 0:
return 0
input_node = input_node.inputs['Vector'].links[0].from_node
if not isinstance(input_node, bpy.types.ShaderNodeUVMap):
return 0
if input_node.uv_map == '':
return 0
# Try to gather map index.
for blender_mesh in bpy.data.meshes:
texCoordIndex = blender_mesh.uv_layers.find(input_node.uv_map)
if texCoordIndex >= 0:
return texCoordIndex
return 0
def __get_tex_from_socket(socket):
result = gltf2_blender_search_node_tree.from_socket(
socket,
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeTexImage))
if not result:
return None
if result[0].shader_node.image is None:
return None
return result[0]

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@ -1,129 +0,0 @@
# 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
import typing
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture
from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
from io_scene_gltf2.blender.exp import gltf2_blender_get
from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
@cached
def gather_material_occlusion_texture_info_class(
blender_shader_sockets: typing.Tuple[bpy.types.NodeSocket],
export_settings):
if not __filter_texture_info(blender_shader_sockets, export_settings):
return None
texture_info = gltf2_io.MaterialOcclusionTextureInfoClass(
extensions=__gather_extensions(blender_shader_sockets, export_settings),
extras=__gather_extras(blender_shader_sockets, export_settings),
strength=__gather_scale(blender_shader_sockets, export_settings),
index=__gather_index(blender_shader_sockets, export_settings),
tex_coord=__gather_tex_coord(blender_shader_sockets, export_settings)
)
if texture_info.index is None:
return None
export_user_extensions('gather_material_occlusion_texture_info_class_hook',
export_settings,
texture_info,
blender_shader_sockets)
return texture_info
def __filter_texture_info(blender_shader_sockets, export_settings):
if not blender_shader_sockets:
return False
if not all([elem is not None for elem in blender_shader_sockets]):
return False
if any([__get_tex_from_socket(socket) is None for socket in blender_shader_sockets]):
# sockets do not lead to a texture --> discard
return False
return True
def __gather_extensions(blender_shader_sockets, export_settings):
if not hasattr(blender_shader_sockets[0], 'links'):
return None
tex_nodes = [__get_tex_from_socket(socket).shader_node for socket in blender_shader_sockets]
texture_node = tex_nodes[0] if (tex_nodes is not None and len(tex_nodes) > 0) else None
if texture_node is None:
return None
texture_transform = gltf2_blender_get.get_texture_transform_from_texture_node(texture_node)
if texture_transform is None:
return None
extension = Extension("KHR_texture_transform", texture_transform)
return {"KHR_texture_transform": extension}
def __gather_extras(blender_shader_sockets, export_settings):
return None
def __gather_scale(blender_shader_sockets, export_settings):
return None
def __gather_index(blender_shader_sockets, export_settings):
# We just put the actual shader into the 'index' member
return gltf2_blender_gather_texture.gather_texture(blender_shader_sockets, export_settings)
def __gather_tex_coord(blender_shader_sockets, export_settings):
blender_shader_node = __get_tex_from_socket(blender_shader_sockets[0]).shader_node
if len(blender_shader_node.inputs['Vector'].links) == 0:
return 0
input_node = blender_shader_node.inputs['Vector'].links[0].from_node
if isinstance(input_node, bpy.types.ShaderNodeMapping):
if len(input_node.inputs['Vector'].links) == 0:
return 0
input_node = input_node.inputs['Vector'].links[0].from_node
if not isinstance(input_node, bpy.types.ShaderNodeUVMap):
return 0
if input_node.uv_map == '':
return 0
# Try to gather map index.
for blender_mesh in bpy.data.meshes:
texCoordIndex = blender_mesh.uv_layers.find(input_node.uv_map)
if texCoordIndex >= 0:
return texCoordIndex
return 0
def __get_tex_from_socket(socket):
result = gltf2_blender_search_node_tree.from_socket(
socket,
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeTexImage))
if not result:
return None
if result[0].shader_node.image is None:
return None
return result[0]

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@ -18,8 +18,6 @@ from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture_info, gltf2_blender_export_keys
from io_scene_gltf2.blender.exp import gltf2_blender_gather_material_normal_texture_info_class
from io_scene_gltf2.blender.exp import gltf2_blender_gather_material_occlusion_texture_info_class
from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
from io_scene_gltf2.blender.exp import gltf2_blender_gather_materials_pbr_metallic_roughness
@ -165,7 +163,7 @@ def __gather_normal_texture(blender_material, export_settings):
normal = gltf2_blender_get.get_socket(blender_material, "Normal")
if normal is None:
normal = gltf2_blender_get.get_socket_old(blender_material, "Normal")
return gltf2_blender_gather_material_normal_texture_info_class.gather_material_normal_texture_info_class(
return gltf2_blender_gather_texture_info.gather_material_normal_texture_info_class(
(normal,),
export_settings)
@ -213,13 +211,13 @@ def __gather_orm_texture(blender_material, export_settings):
def __gather_occlusion_texture(blender_material, orm_texture, export_settings):
if orm_texture is not None:
return gltf2_blender_gather_material_occlusion_texture_info_class.gather_material_occlusion_texture_info_class(
return gltf2_blender_gather_texture_info.gather_material_occlusion_texture_info_class(
orm_texture,
export_settings)
occlusion = gltf2_blender_get.get_socket(blender_material, "Occlusion")
if occlusion is None:
occlusion = gltf2_blender_get.get_socket_old(blender_material, "Occlusion")
return gltf2_blender_gather_material_occlusion_texture_info_class.gather_material_occlusion_texture_info_class(
return gltf2_blender_gather_texture_info.gather_material_occlusion_texture_info_class(
(occlusion,),
export_settings)
@ -283,7 +281,7 @@ def __gather_clearcoat_extension(blender_material, export_settings):
clearcoat_extension['clearcoatRoughnessTexture'] = combined_texture
if __has_image_node_from_socket(clearcoat_normal_socket):
clearcoat_extension['clearcoatNormalTexture'] = gltf2_blender_gather_material_normal_texture_info_class.gather_material_normal_texture_info_class(
clearcoat_extension['clearcoatNormalTexture'] = gltf2_blender_gather_texture_info.gather_material_normal_texture_info_class(
(clearcoat_normal_socket,),
export_settings
)

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@ -23,19 +23,41 @@ from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
def gather_texture_info(blender_shader_sockets, export_settings):
return __gather_texture_info_helper(blender_shader_sockets, 'DEFAULT', export_settings)
def gather_material_normal_texture_info_class(blender_shader_sockets, export_settings):
return __gather_texture_info_helper(blender_shader_sockets, 'NORMAL', export_settings)
def gather_material_occlusion_texture_info_class(blender_shader_sockets, export_settings):
return __gather_texture_info_helper(blender_shader_sockets, 'OCCLUSION', export_settings)
@cached
def gather_texture_info(
def __gather_texture_info_helper(
blender_shader_sockets: typing.Tuple[bpy.types.NodeSocket],
kind: str,
export_settings):
if not __filter_texture_info(blender_shader_sockets, export_settings):
return None
texture_info = gltf2_io.TextureInfo(
extensions=__gather_extensions(blender_shader_sockets, export_settings),
extras=__gather_extras(blender_shader_sockets, export_settings),
index=__gather_index(blender_shader_sockets, export_settings),
tex_coord=__gather_tex_coord(blender_shader_sockets, export_settings)
)
fields = {
'extensions': __gather_extensions(blender_shader_sockets, export_settings),
'extras': __gather_extras(blender_shader_sockets, export_settings),
'index': __gather_index(blender_shader_sockets, export_settings),
'tex_coord': __gather_tex_coord(blender_shader_sockets, export_settings),
}
if kind == 'DEFAULT':
texture_info = gltf2_io.TextureInfo(**fields)
elif kind == 'NORMAL':
fields['scale'] = __gather_normal_scale(blender_shader_sockets, export_settings)
texture_info = gltf2_io.MaterialNormalTextureInfoClass(**fields)
elif kind == 'OCCLUSION':
fields['strength'] = __gather_occlusion_strength(blender_shader_sockets, export_settings)
texture_info = gltf2_io.MaterialOcclusionTextureInfoClass(**fields)
if texture_info.index is None:
return None
@ -77,6 +99,24 @@ def __gather_extras(blender_shader_sockets, export_settings):
return None
# MaterialNormalTextureInfo only
def __gather_normal_scale(blender_shader_sockets, export_settings):
result = gltf2_blender_search_node_tree.from_socket(
blender_shader_sockets[0],
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeNormalMap))
if not result:
return None
strengthInput = result[0].shader_node.inputs['Strength']
if not strengthInput.is_linked and strengthInput.default_value != 1:
return strengthInput.default_value
return None
# MaterialOcclusionTextureInfo only
def __gather_occlusion_strength(blender_shader_sockets, export_settings):
return None
def __gather_index(blender_shader_sockets, export_settings):
# We just put the actual shader into the 'index' member
return gltf2_blender_gather_texture.gather_texture(blender_shader_sockets, export_settings)