def __gather_roughness_factor(blender_material, export_settings):
    roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Roughness")
    if roughness_socket is None:
        roughness_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "RoughnessFactor")
    if isinstance(roughness_socket, bpy.types.NodeSocket) and not roughness_socket.is_linked:
        return roughness_socket.default_value
    return None
def __gather_normal_texture(blender_material, export_settings):
    normal = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Normal")
    if normal is None:
        normal = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "Normal")
    return gltf2_blender_gather_material_normal_texture_info_class.gather_material_normal_texture_info_class(
        (normal,),
        export_settings)
def __gather_metallic_factor(blender_material, export_settings):
    metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Metallic")
    if metallic_socket is None:
        metallic_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "MetallicFactor")
    if isinstance(metallic_socket, bpy.types.NodeSocket) and not metallic_socket.is_linked:
        return metallic_socket.default_value
    return None
def __gather_base_color_texture(blender_material, export_settings):
    base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Base Color")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Background")
    return gltf2_blender_gather_texture_info.gather_texture_info((base_color_socket,), export_settings)
def __gather_double_sided(blender_material, mesh_double_sided, export_settings):
    if mesh_double_sided:
        return True

    old_double_sided_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "DoubleSided")
    if old_double_sided_socket is not None and\
            not old_double_sided_socket.is_linked and\
            old_double_sided_socket.default_value > 0.5:
        return True
    return None
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(
            orm_texture,
            export_settings)
    occlusion = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Occlusion")
    if occlusion is None:
        occlusion = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "Occlusion")
    return gltf2_blender_gather_material_occlusion_texture_info_class.gather_material_occlusion_texture_info_class(
        (occlusion,),
        export_settings)
def __gather_orm_texture(blender_material, export_settings):
    # Check for the presence of Occlusion, Roughness, Metallic sharing a single image.
    # If not fully shared, return None, so the images will be cached and processed separately.

    occlusion = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Occlusion")
    if occlusion is None or not __has_image_node_from_socket(occlusion):
        occlusion = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "Occlusion")
        if occlusion is None or not __has_image_node_from_socket(occlusion):
            return None

    metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Metallic")
    roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Roughness")
    if metallic_socket is None or roughness_socket is None\
            or not __has_image_node_from_socket(metallic_socket)\
            or not __has_image_node_from_socket(roughness_socket):
        metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "MetallicRoughness")
        if metallic_roughness is None or not __has_image_node_from_socket(metallic_roughness):
            return None
        return (occlusion, metallic_roughness, metallic_roughness)

    return (occlusion, roughness_socket, metallic_socket)
def __gather_emissive_factor(blender_material, export_settings):
    emissive_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Emissive")
    if emissive_socket is None:
        emissive_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "EmissiveFactor")
    if isinstance(emissive_socket, bpy.types.NodeSocket):
        if emissive_socket.is_linked:
            # In glTF, the default emissiveFactor is all zeros, so if an emission texture is connected,
            # we have to manually set it to all ones.
            return [1.0, 1.0, 1.0]
        else:
            return list(emissive_socket.default_value)[0:3]
    return None
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def __gather_base_color_factor(blender_material, export_settings):
    base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
        blender_material, "Base Color")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
            blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot_old(
            blender_material, "BaseColorFactor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
            blender_material, "Background")
    if not isinstance(base_color_socket, bpy.types.NodeSocket):
        return None
    if not base_color_socket.is_linked:
        return list(base_color_socket.default_value)

    for link in base_color_socket.links:
        if link.from_node.name == "albedo_tint":
            return list(link.from_node.outputs["Color"].default_value)

    texture_node = __get_tex_from_socket(base_color_socket)
    if texture_node is None:
        return None

    def is_valid_multiply_node(node):
        return isinstance(node, bpy.types.ShaderNodeMixRGB) and \
               node.blend_type == "MULTIPLY" and \
               len(node.inputs) == 3

    multiply_node = next((link.from_node for link in texture_node.path
                          if is_valid_multiply_node(link.from_node)), None)
    if multiply_node is None:
        return None

    def is_factor_socket(socket):
        return isinstance(socket, bpy.types.NodeSocketColor) and \
               (not socket.is_linked or socket.links[0] not in texture_node.path)

    factor_socket = next(
        (socket
         for socket in multiply_node.inputs if is_factor_socket(socket)), None)
    if factor_socket is None:
        return None

    if factor_socket.is_linked:
        print_console(
            "WARNING",
            "BaseColorFactor only supports sockets without links (in Node '{}')."
            .format(multiply_node.name))
        return None

    return list(factor_socket.default_value)
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def __gather_double_sided(blender_material, mesh_double_sided,
                          export_settings):
    if mesh_double_sided:
        return True

    old_double_sided_socket = gltf2_blender_get.get_socket_or_texture_slot_old(
        blender_material, "DoubleSided")
    if old_double_sided_socket is not None and\
            not old_double_sided_socket.is_linked and\
            old_double_sided_socket.default_value > 0.5:
        return True
    return None
def __gather_emissive_factor(blender_material, export_settings):
    emissive_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Emissive")
    if emissive_socket is None:
        emissive_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "EmissiveFactor")
    if isinstance(emissive_socket, bpy.types.NodeSocket):
        # if emissive_socket.is_linked:
        #     # In glTF, the default emissiveFactor is all zeros, so if an emission texture is connected,
        #     # we have to manually set it to all ones.
        #     return [1.0, 1.0, 1.0]
        # else:
        return list(emissive_socket.default_value)[0:3]
    return None
def __gather_base_color_factor(blender_material, export_settings):
    base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
        blender_material, "Base Color")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
            blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot_old(
            blender_material, "BaseColorFactor")
    if isinstance(base_color_socket,
                  bpy.types.NodeSocket) and not base_color_socket.is_linked:
        return list(base_color_socket.default_value)
    return None
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def __gather_roughness_factor(blender_material, export_settings):
    roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(
        blender_material, "Roughness")
    if roughness_socket is None:
        roughness_socket = gltf2_blender_get.get_socket_or_texture_slot_old(
            blender_material, "RoughnessFactor")
    if isinstance(roughness_socket, bpy.types.NodeSocket):
        if len(roughness_socket.links) == 0:
            return roughness_socket.default_value
        for link in roughness_socket.links:
            if link.from_node.name == "roughness_scale":
                return link.from_node.outputs["Value"].default_value
    return None
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def __gather_metallic_factor(blender_material, export_settings):
    metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(
        blender_material, "Metallic")
    if metallic_socket is None:
        metallic_socket = gltf2_blender_get.get_socket_or_texture_slot_old(
            blender_material, "MetallicFactor")
    if isinstance(metallic_socket, bpy.types.NodeSocket):
        if len(metallic_socket.links) == 0:
            return metallic_socket.default_value
        for link in metallic_socket.links:
            if link.from_node.name == "metallic_scale":
                return link.from_node.outputs["Value"].default_value
    return None
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def __gather_base_color_texture(blender_material, export_settings):
    base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
        blender_material, "Base Color")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
            blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot_old(
            blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(
            blender_material, "Background")
    return gltf2_blender_gather_texture_info.gather_texture_info(
        (base_color_socket, ), export_settings)
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def __gather_base_color_texture(blender_material, export_settings):
    base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Base Color")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Background")

    alpha_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Alpha")
    if alpha_socket is not None and alpha_socket.is_linked:
        inputs = (base_color_socket, alpha_socket, )
    else:
        inputs = (base_color_socket,)
 
    return gltf2_blender_gather_texture_info.gather_texture_info(inputs, export_settings)
def __gather_metallic_roughness_texture(blender_material, orm_texture, export_settings):
    if orm_texture is not None:
        texture_input = orm_texture
    else:
        metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Metallic")
        roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Roughness")

        if metallic_socket is None and roughness_socket is None:
            metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "MetallicRoughness")
            if metallic_roughness is None:
                metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "MetallicRoughness")
            texture_input = (metallic_roughness,)
        else:
            texture_input = (metallic_socket, roughness_socket)

    return gltf2_blender_gather_texture_info.gather_texture_info(texture_input, export_settings)
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def __gather_metallic_roughness_texture(blender_material, export_settings):
    metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(
        blender_material, "Metallic")
    roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(
        blender_material, "Roughness")

    if metallic_socket is None and roughness_socket is None:
        metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot(
            blender_material, "MetallicRoughness")
        if metallic_roughness is None:
            metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot_old(
                blender_material, "MetallicRoughness")
        texture_input = (metallic_roughness, )
    else:
        texture_input = (metallic_socket, roughness_socket)

    return gltf2_blender_gather_texture_info.gather_texture_info(
        texture_input, export_settings)
def __gather_base_color_factor(blender_material, export_settings):
    base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Base Color")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "BaseColorFactor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Background")
    if not isinstance(base_color_socket, bpy.types.NodeSocket):
        return None
    if not base_color_socket.is_linked:
        return list(base_color_socket.default_value)

    texture_node = __get_tex_from_socket(base_color_socket)
    if texture_node is None:
        return None

    def is_valid_multiply_node(node):
        return isinstance(node, bpy.types.ShaderNodeMixRGB) and \
               node.blend_type == "MULTIPLY" and \
               len(node.inputs) == 3

    multiply_node = next((link.from_node for link in texture_node.path if is_valid_multiply_node(link.from_node)), None)
    if multiply_node is None:
        return None

    def is_factor_socket(socket):
        return isinstance(socket, bpy.types.NodeSocketColor) and \
               (not socket.is_linked or socket.links[0] not in texture_node.path)

    factor_socket = next((socket for socket in multiply_node.inputs if is_factor_socket(socket)), None)
    if factor_socket is None:
        return None

    if factor_socket.is_linked:
        print_console("WARNING", "BaseColorFactor only supports sockets without links (in Node '{}')."
                      .format(multiply_node.name))
        return None

    return list(factor_socket.default_value)
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def __gather_metallic_roughness_texture(blender_material, orm_texture, export_settings):
    if orm_texture is not None:
        texture_input = orm_texture
    else:
        metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Metallic")
        roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Roughness")

        hasMetal = metallic_socket is not None and __has_image_node_from_socket(metallic_socket)
        hasRough = roughness_socket is not None and __has_image_node_from_socket(roughness_socket)

        if not hasMetal and not hasRough:
            metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "MetallicRoughness")
            if metallic_roughness is None or not __has_image_node_from_socket(metallic_roughness):
                return None
            texture_input = (metallic_roughness,)
        elif not hasMetal:
            texture_input = (roughness_socket,)
        elif not hasRough:
            texture_input = (metallic_socket,)
        else:
            texture_input = (metallic_socket, roughness_socket)

    return gltf2_blender_gather_texture_info.gather_texture_info(texture_input, export_settings)
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def __gather_emissive_texture(blender_material, export_settings):
    emissive = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Emissive")
    if emissive is None:
        emissive = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "Emissive")
    return gltf2_blender_gather_texture_info.gather_texture_info((emissive,), export_settings)
def __gather_emissive_texture(blender_material, export_settings):
    emissive = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Emissive")
    if emissive is None:
        emissive = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "Emissive")
    return gltf2_blender_gather_texture_info.gather_texture_info((emissive,), export_settings)