glTF exporter: Add glTF settings node in shader menu

This menu (in Add > Output) will be displayed only if activated in addon preferences.
The node is sed for AO export. This is a shortcut, avoiding user to create it him/herself
This commit is contained in:
Julien Duroure 2022-03-13 11:17:33 +01:00
parent 7cdde96d32
commit 5838e26036
4 changed files with 83 additions and 9 deletions

View File

@ -4,7 +4,7 @@
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": (3, 2, 9),
"version": (3, 2, 10),
'blender': (3, 1, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
@ -1171,6 +1171,20 @@ class ImportGLTF2(Operator, ImportHelper):
self.loglevel = logging.NOTSET
class GLTF_AddonPreferences(bpy.types.AddonPreferences):
bl_idname = __package__
settings_node_ui : bpy.props.BoolProperty(
default= False,
description="Displays glTF Settings node in Shader Editor (Menu Add > Ouput)"
)
def draw(self, context):
layout = self.layout
row = layout.row()
row.prop(self, "settings_node_ui", text="Shader Editor Add-ons")
def menu_func_import(self, context):
self.layout.operator(ImportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')
@ -1188,21 +1202,26 @@ classes = (
GLTF_PT_export_animation_skinning,
GLTF_PT_export_user_extensions,
ImportGLTF2,
GLTF_PT_import_user_extensions
GLTF_PT_import_user_extensions,
GLTF_AddonPreferences
)
def register():
import io_scene_gltf2.blender.com.gltf2_blender_ui as blender_ui
for c in classes:
bpy.utils.register_class(c)
# bpy.utils.register_module(__name__)
blender_ui.register()
# add to the export / import menu
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
def unregister():
import io_scene_gltf2.blender.com.gltf2_blender_ui as blender_ui
for c in classes:
bpy.utils.unregister_class(c)
for f in exporter_extension_panel_unregister_functors:
@ -1213,6 +1232,8 @@ def unregister():
f()
importer_extension_panel_unregister_functors.clear()
blender_ui.unregister()
# bpy.utils.unregister_module(__name__)
# remove from the export / import menu

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@ -1,6 +1,15 @@
# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import bpy
def get_gltf_node_name():
return "glTF Settings"
def create_settings_group(name):
gltf_node_group = bpy.data.node_groups.new(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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@ -0,0 +1,49 @@
# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2022 The glTF-Blender-IO authors.
import bpy
from ..com.gltf2_blender_material_helpers import get_gltf_node_name, create_settings_group
def create_gltf_ao_group(operator, group_name):
# create a new group
gltf_ao_group = bpy.data.node_groups.new(group_name, "ShaderNodeTree")
return gltf_ao_group
class NODE_OT_GLTF_SETTINGS(bpy.types.Operator):
bl_idname = "node.gltf_settings_node_operator"
bl_label = "glTF Settings"
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == "NODE_EDITOR" \
and context.object and context.object.active_material \
and context.object.active_material.use_nodes is True \
and bpy.context.preferences.addons['io_scene_gltf2'].preferences.settings_node_ui is True
def execute(self, context):
gltf_settings_node_name = get_gltf_node_name()
if gltf_settings_node_name in bpy.data.node_groups:
my_group = bpy.data.node_groups[get_gltf_node_name()]
else:
my_group = create_settings_group(gltf_settings_node_name)
node_tree = context.object.active_material.node_tree
new_node = node_tree.nodes.new("ShaderNodeGroup")
new_node.node_tree = bpy.data.node_groups[my_group.name]
return {"FINISHED"}
def add_gltf_settings_to_menu(self, context) :
if bpy.context.preferences.addons['io_scene_gltf2'].preferences.settings_node_ui is True:
self.layout.operator("node.gltf_settings_node_operator")
def register():
bpy.utils.register_class(NODE_OT_GLTF_SETTINGS)
bpy.types.NODE_MT_category_SH_NEW_OUTPUT.append(add_gltf_settings_to_menu)
def unregister():
bpy.utils.unregister_class(NODE_OT_GLTF_SETTINGS)

View File

@ -3,7 +3,7 @@
import bpy
from ...io.com.gltf2_io import TextureInfo, MaterialPBRMetallicRoughness
from ..com.gltf2_blender_material_helpers import get_gltf_node_name
from ..com.gltf2_blender_material_helpers import get_gltf_node_name, create_settings_group
from .gltf2_blender_texture import texture
from .gltf2_blender_KHR_materials_clearcoat import \
clearcoat, clearcoat_roughness, clearcoat_normal
@ -552,16 +552,11 @@ def make_settings_node(mh):
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
gltf_node_group = create_settings_group(gltf_node_group_name)
return gltf_node_group