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Commit 42f1e694 authored by Julien Duroure's avatar Julien Duroure
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glTF importer: manage KHR_texture_transform extension for all textures

parent e2311a73
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......@@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (0, 9, 55),
"version": (0, 9, 56),
'blender': (2, 81, 6),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
......
......@@ -15,6 +15,7 @@
import bpy
from .gltf2_blender_texture import BlenderTextureInfo
from ..com.gltf2_blender_material_helpers import get_preoutput_node_output
from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
class BlenderEmissiveMap():
......@@ -82,6 +83,13 @@ class BlenderEmissiveMap():
].blender_image_name]
text.label = 'EMISSIVE'
text.location = -1000, 1000
if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
tex_transform = text.image['tex_transform'][str(pymaterial.emissive_texture.index)]
mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
# create links
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
......
......@@ -14,6 +14,7 @@
import bpy
from .gltf2_blender_texture import BlenderTextureInfo
from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
class BlenderNormalMap():
......@@ -69,6 +70,13 @@ class BlenderNormalMap():
if text.image:
text.image.colorspace_settings.is_data = True
text.location = -500, -500
if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
tex_transform = text.image['tex_transform'][str(pymaterial.normal_texture.index)]
mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
normalmap_node = node_tree.nodes.new('ShaderNodeNormalMap')
normalmap_node.location = -250, -500
......
......@@ -15,6 +15,7 @@
import bpy
from .gltf2_blender_texture import BlenderTextureInfo
from ..com.gltf2_blender_material_helpers import get_gltf_node_name
from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
class BlenderOcclusionMap():
......@@ -99,6 +100,13 @@ class BlenderOcclusionMap():
gltf.data.textures[pymaterial.occlusion_texture.index].source
].blender_image_name]
text.label = 'OCCLUSION'
if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
tex_transform = text.image['tex_transform'][str(pymaterial.occlusion_texture.index)]
mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
# Links
node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
......
......@@ -249,6 +249,13 @@ class BlenderPbr():
metallic_mapping = node_tree.nodes.new('ShaderNodeMapping')
metallic_mapping.location = -1000, 0
metallic_mapping.vector_type = 'POINT'
tex_transform = metallic_text.image['tex_transform'][str(pypbr.metallic_roughness_texture.index)]
metallic_mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
metallic_mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
metallic_mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
metallic_mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
metallic_mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
metallic_uvmap = node_tree.nodes.new('ShaderNodeUVMap')
metallic_uvmap.location = -1500, 0
......
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