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
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)
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
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
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
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_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)
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)
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)
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)