Export ImageTexture node for an image identified in material node tree #39
@ -162,6 +162,28 @@ class X3D_PT_export_include(bpy.types.Panel):
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col.enabled = not blender_version_higher_279
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col.prop(operator, "use_h3d")
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class X3D_PT_export_external_resource(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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bl_label = "Image Textures"
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bl_parent_id = "FILE_PT_operator"
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@classmethod
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def poll(cls, context):
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sfile = context.space_data
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operator = sfile.active_operator
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return operator.bl_idname == "EXPORT_SCENE_OT_x3d"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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sfile = context.space_data
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operator = sfile.active_operator
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layout.prop(operator, "path_mode")
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class X3D_PT_export_transform(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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@ -198,6 +220,8 @@ class X3D_PT_export_transform(bpy.types.Panel):
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layout.prop(operator, "axis_up")
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class X3D_PT_export_geometry(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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@ -419,6 +443,7 @@ classes = (
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X3D_PT_export_include,
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X3D_PT_export_transform,
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X3D_PT_export_geometry,
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X3D_PT_export_external_resource,
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ImportX3D,
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X3D_PT_import_general,
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X3D_PT_import_transform,
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@ -7,14 +7,18 @@
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# - Doesn't handle multiple UV textures on a single mesh (create a mesh for each texture).
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# - Can't get the texture array associated with material * not the UV ones.
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import logging
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logger = logging.getLogger("export_x3d")
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import math
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import os
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import bpy
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import mathutils
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from bpy_extras.io_utils import create_derived_objects
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from .material_node_search import imageTexture_in_material
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# h3d defines
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H3D_TOP_LEVEL = 'TOP_LEVEL_TI'
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@ -185,6 +189,8 @@ def h3d_is_object_view(scene, obj):
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return False
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# -----------------------------------------------------------------------------
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# Functions for writing output file
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# -----------------------------------------------------------------------------
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@ -206,6 +212,7 @@ def export(file,
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name_decorations=True,
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):
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logger.info("export with path_mode: %r" % path_mode)
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# -------------------------------------------------------------------------
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# Global Setup
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# -------------------------------------------------------------------------
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@ -259,6 +266,19 @@ def export(file,
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# store files to copy
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copy_set = set()
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import os, os.path
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if path_mode == 'COPY':
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# create a per-export temporary folder. image data which does not
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# exist on disk yet will be saved here from which it can be copied by
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# the bpy_extras.io_utils.path_reference_copy utility
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blender_tempfolder = bpy.app.tempdir
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import uuid
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temporary_image_directory = os.path.join(blender_tempfolder,uuid.uuid4().hex)
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os.mkdir(temporary_image_directory)
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logger.info("temporary_image_directory: %s" % temporary_image_directory )
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else:
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temporary_image_directory = None
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# store names of newly created meshes, so we dont overlap
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mesh_name_set = set()
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@ -512,27 +532,6 @@ def export(file,
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is_coords_written = False
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mesh_materials = mesh.materials[:]
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if not mesh_materials:
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mesh_materials = [None]
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mesh_material_tex = [None] * len(mesh_materials)
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mesh_material_mtex = [None] * len(mesh_materials)
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mesh_material_images = [None] * len(mesh_materials)
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for i, material in enumerate(mesh_materials):
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if 0 and material:
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for mtex in material.texture_slots:
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if mtex:
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tex = mtex.texture
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if tex and tex.type == 'IMAGE':
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image = tex.image
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if image:
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mesh_material_tex[i] = tex
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mesh_material_mtex[i] = mtex
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mesh_material_images[i] = image
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break
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# fast access!
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mesh_vertices = mesh.vertices[:]
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mesh_loops = mesh.loops[:]
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@ -540,21 +539,14 @@ def export(file,
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mesh_polygons_materials = [p.material_index for p in mesh_polygons]
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mesh_polygons_vertices = [p.vertices[:] for p in mesh_polygons]
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if len(set(mesh_material_images)) > 0: # make sure there is at least one image
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mesh_polygons_image = [mesh_material_images[material_index] for material_index in mesh_polygons_materials]
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else:
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mesh_polygons_image = [None] * len(mesh_polygons)
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mesh_polygons_image_unique = set(mesh_polygons_image)
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# group faces
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polygons_groups = {}
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for material_index in range(len(mesh_materials)):
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for image in mesh_polygons_image_unique:
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polygons_groups[material_index, image] = []
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del mesh_polygons_image_unique
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for material_index in range(len(mesh.materials)):
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polygons_groups[material_index] = []
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for i, (material_index, image) in enumerate(zip(mesh_polygons_materials, mesh_polygons_image)):
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polygons_groups[material_index, image].append(i)
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for i, material_index in enumerate(mesh_polygons_materials):
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polygons_groups[material_index].append(i)
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# Py dict are sorted now, so we can use directly polygons_groups.items()
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# and still get consistent reproducible outputs.
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@ -587,9 +579,9 @@ def export(file,
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for ltri in mesh.loop_triangles:
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polygons_to_loop_triangles_indices[ltri.polygon_index].append(ltri)
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for (material_index, image), polygons_group in polygons_groups.items():
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for material_index, polygons_group in polygons_groups.items():
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if polygons_group:
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material = mesh_materials[material_index]
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material = mesh.materials[material_index]
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fw('%s<Shape>\n' % ident)
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ident += '\t'
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@ -627,33 +619,9 @@ def export(file,
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fw('%s<Appearance>\n' % ident)
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ident += '\t'
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if image and not use_h3d:
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writeImageTexture(ident, image)
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# transform by mtex
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loc = mesh_material_mtex[material_index].offset[:2]
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# mtex_scale * tex_repeat
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sca_x, sca_y = mesh_material_mtex[material_index].scale[:2]
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sca_x *= mesh_material_tex[material_index].repeat_x
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sca_y *= mesh_material_tex[material_index].repeat_y
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# flip x/y is a sampling feature, convert to transform
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if mesh_material_tex[material_index].use_flip_axis:
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rot = math.pi / -2.0
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sca_x, sca_y = sca_y, -sca_x
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else:
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rot = 0.0
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ident_step = ident + (' ' * (-len(ident) +
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fw('%s<TextureTransform ' % ident)))
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fw('\n')
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# fw('center="%.6f %.6f" ' % (0.0, 0.0))
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fw(ident_step + 'translation="%.6f %.6f"\n' % loc)
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fw(ident_step + 'scale="%.6f %.6f"\n' % (sca_x, sca_y))
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fw(ident_step + 'rotation="%.6f"\n' % rot)
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fw(ident_step + '/>\n')
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imageTextureNode = imageTexture_in_material(material)
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Cedric Steiert
commented
Could you shorten the comment down? For example "Find and write ImageTexture and potentially TextureTransform if present" reads a bit better in my opinion Could you shorten the comment down? For example "Find and write ImageTexture and potentially TextureTransform if present" reads a bit better in my opinion
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if imageTextureNode:
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writeImageTexture(ident, imageTextureNode)
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if use_h3d:
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mat_tmp = material if material else gpu_shader_dummy_mat
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@ -1237,8 +1205,12 @@ def export(file,
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fw('%s</ComposedShader>\n' % ident)
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def writeImageTexture(ident, image):
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def writeImageTexture(ident, imageTextureNode):
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image=imageTextureNode.image
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image_id = quoteattr(unique_name(image, IM_ + image.name, uuid_cache_image, clean_func=clean_def, sep="_"))
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logger.info("write ImageTexture X3D node for %r format %r filepath %r" % (image.name, image.file_format, image.filepath ))
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if image.tag:
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fw('%s<ImageTexture USE=%s />\n' % (ident, image_id))
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@ -1249,24 +1221,70 @@ def export(file,
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fw('%s<ImageTexture ' % ident)))
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fw('DEF=%s\n' % image_id)
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# collect image paths, can load multiple
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# [relative, name-only, absolute]
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filepath = image.filepath
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filepath_full = bpy.path.abspath(filepath, library=image.library)
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filepath_ref = bpy_extras.io_utils.path_reference(filepath_full, base_src, base_dst, path_mode, "textures", copy_set, image.library)
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filepath_base = os.path.basename(filepath_full)
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images = [
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filepath_ref,
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filepath_base,
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]
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if path_mode != 'RELATIVE':
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images.append(filepath_full)
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# setting COPY_SUBDIR to None in calls to
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# bpy_extras.io_utils.path_reference will cause copied images
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# to be placed in same directory as the exported X3D file.
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COPY_SUBDIR=None
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has_packed_file = image.packed_file and image.packed_file.size > 0
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if path_mode == 'COPY' and ( has_packed_file or not image.filepath) :
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# write to temporary folder so that
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# bpy_extras.io_utils.path_reference_copy can
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# copy it final location at end of export
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use_file_format = image.file_format or 'PNG'
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images = [f.replace('\\', '/') for f in images]
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images = [f for i, f in enumerate(images) if f not in images[:i]]
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try:
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image_ext = {'JPEG':'.jpg' , 'PNG':'.png'}[use_file_format]
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except KeyError:
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Cedric Steiert
commented
comment is a bit tricky to read, maybe simplify: "Write only the filename if image is packed or has no filepath provided" comment is a bit tricky to read, maybe simplify: "Write only the filename if image is packed or has no filepath provided"
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# if image data not in JPEG or PNG it is not supported in
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# X3D standard. If image file_format is "FFMPEG" that is a movie
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# format, and would be referenced in an X3D MovieTexture node
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if use_file_format == "FFMPEG" :
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logger.warning("movie textures not supported for X3D export")
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else:
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logger.warning("image texture file format %r not supported" % use_file_format)
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else:
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image_base = os.path.splitext( os.path.basename(image.name))[0]
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image_filename = image_base + image_ext
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fw(ident_step + "url='%s'\n" % ' '.join(['"%s"' % escape(f) for f in images]))
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filepath_full = os.path.join(temporary_image_directory, image_filename)
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logger.info("writing image for texture to %s" % filepath_full)
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image.save( filepath = filepath_full )
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filepath_ref = bpy_extras.io_utils.path_reference(
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filepath_full,
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temporary_image_directory,
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base_dst,
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path_mode,
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COPY_SUBDIR,
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copy_set,
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image.library)
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else:
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filepath = image.filepath
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Cedric Steiert
commented
warn is deprecated, use warning instead warn is deprecated, use warning instead
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filepath_full = bpy.path.abspath(filepath, library=image.library)
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filepath_ref = bpy_extras.io_utils.path_reference(
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Cedric Steiert
commented
Could also get simplified: "Legacy Algorithm for preparing and normalizing image filepaths: Get the full path, reference path (e.g. relative), filename" Could also get simplified: "Legacy Algorithm for preparing and normalizing image filepaths: Get the full path, reference path (e.g. relative), filename"
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filepath_full,
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base_src,
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base_dst,
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path_mode,
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COPY_SUBDIR,
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copy_set,
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image.library)
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image_urls = [ filepath_ref ]
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logger.info("node urls: %s" % (image_urls,))
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fw(ident_step + "url='%s'\n" % ' '.join(['"%s"' % escape(f) for f in image_urls]))
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# default value of repeatS, repeatT fields is true, so only need to
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# specify if extension value is CLIP
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x3d_supported_extension = ["CLIP", "REPEAT"]
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if imageTextureNode.extension not in x3d_supported_extension:
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logger.warning("imageTextureNode.extension value %s unsupported in X3D" % imageTextureNode.extension)
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if imageTextureNode.extension == "CLIP":
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fw(ident_step + "repeatS='false' repeatT='false'")
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fw(ident_step + '/>\n')
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def writeBackground(ident, world):
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@ -1513,9 +1531,12 @@ def export(file,
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if use_h3d:
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bpy.data.materials.remove(gpu_shader_dummy_mat)
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# copy all collected files.
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# print(copy_set)
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bpy_extras.io_utils.path_reference_copy(copy_set)
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if copy_set:
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for c in copy_set:
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logger.info("copy_set item %r" % copy_set)
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bpy_extras.io_utils.path_reference_copy(copy_set)
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else:
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logger.info("no items in copy_set")
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print('Info: finished X3D export to %r' % file.name)
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@ -1559,6 +1580,7 @@ def save(context,
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name_decorations=True
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):
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logger.info("save: context %r to filepath %r" % (context,filepath))
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bpy.path.ensure_ext(filepath, '.x3dz' if use_compress else '.x3d')
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if bpy.ops.object.mode_set.poll():
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81
source/material_node_search.py
Normal file
@ -0,0 +1,81 @@
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# SPDX-FileCopyrightText: 2024 Vincent Marchetti
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Cedric Steiert
commented
Not sure about the copyright. Technically this is no longer property of bf, so if you want, you can put in your name (or Web3D Consortium as you're a member there) and current year Not sure about the copyright. Technically this is no longer property of bf, so if you want, you can put in your name (or Web3D Consortium as you're a member there) and current year
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#
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# SPDX-License-Identifier: GPL-3.0-or-later
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import logging
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_logger = logging.getLogger("export_x3d.material_node_search")
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"""
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functions implementing searching the node tree for Blender materials in search
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of particular nodes enabling export of material properties into other formats
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"""
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# values of bl_idname for shader nodes to be located
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# reference Python API list of subclasses of ShaderNode
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# at https://docs.blender.org/api/current/bpy.types.ShaderNode.html#bpy.types.ShaderNode
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class _ShaderNodeTypes:
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MATERIAL_OUTPUT= "ShaderNodeOutputMaterial"
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BSDF_PRINCIPLED = "ShaderNodeBsdfPrincipled"
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IMAGE_TEXTURE = "ShaderNodeTexImage"
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def _find_node_by_idname(nodes, idname):
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"""
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nodes a sequence of Nodes, idname a string
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Each node assumed to ne an instance of Node(bpy_struct)
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https://docs.blender.org/api/current/bpy.types.Node.html
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The idname is searched for in the Node instance member bl_idname
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https://docs.blender.org/api/current/bpy.types.Node.html#bpy.types.Node.bl_idname
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and is generally some string version of the name of the subclass
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See https://docs.blender.org/api/current/bpy.types.ShaderNode.html for list of
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Cedric Steiert
commented
a few typos here a few typos here
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ShaderNode subclasses
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returns first matching node found,returns None if no matching nodes
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prints warning if multiple matches found
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"""
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_logger.debug("enter _find_node_by_idname search for %s in %r" % (idname, nodes))
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nodelist = [nd for nd in nodes if nd.bl_idname == idname]
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_logger.debug("result _find_node_by_idname found %i" % len(nodelist))
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if len(nodelist) == 0:
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return None
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if len(nodelist) > 1:
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Cedric Steiert
commented
the output as code is not really needed in the docstring, but if you want simplify: Returns None if no targets are found or returns the first found target the output as code is not really needed in the docstring, but if you want simplify: Returns None if no targets are found or returns the first found target
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_logger.warn("_find_node_by_idname : multiple (%i) nodes of type %s found" % (len(nodelist), idname))
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return nodelist[0]
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def imageTexture_in_material(material):
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"""
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Identifies ImageTexture node used as the input to Base Color attribute of BSDF node.
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Does not search for images used as textures inside a NodeGrouo node.
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argument material an instance of Material(ID)
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https://docs.blender.org/api/current/bpy.types.Material.html
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returns instance of ShaderNodeTexImage
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https://docs.blender.org/api/current/bpy.types.ShaderNodeTexImage.html
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"""
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_logger.debug("evaluating image in material %s" % material.name)
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material_output = _find_node_by_idname( material.node_tree.nodes, _ShaderNodeTypes.MATERIAL_OUTPUT)
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if material_output is None:
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_logger.warn("%s not found in material %s" % (_ShaderNodeTypes.MATERIAL_OUTPUT, material.name))
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return None
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SURFACE_ATTRIBUTE= "Surface"
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bsdf_principled = _find_node_by_idname(
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[ndlink.from_node for ndlink in material_output.inputs.get(SURFACE_ATTRIBUTE).links],
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_ShaderNodeTypes.BSDF_PRINCIPLED)
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if bsdf_principled is None :
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return None
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BASE_COLOR_ATTRIBUTE = 'Base Color'
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image_texture = _find_node_by_idname(
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[ndlink.from_node for ndlink in bsdf_principled.inputs.get(BASE_COLOR_ATTRIBUTE).links],
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_ShaderNodeTypes.IMAGE_TEXTURE )
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Cedric Steiert
commented
for better readability put the return into it's own line for better readability put the return into it's own line
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if image_texture is None:
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return None
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_logger.debug("located image texture node %r" % image_texture)
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return image_texture
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why is this temporary folder needed? Could you add that to the comment?