# Copyright 2018 The glTF-Blender-IO authors. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. import bpy from .gltf2_blender_texture import BlenderTextureInfo class BlenderOcclusionMap(): """Blender Occlusion map.""" def __new__(cls, *args, **kwargs): raise RuntimeError("%s should not be instantiated" % cls) @staticmethod def create(gltf, material_idx, vertex_color): """Occlusion map creation.""" engine = bpy.context.scene.render.engine if engine in ['CYCLES', 'BLENDER_EEVEE']: BlenderOcclusionMap.create_nodetree(gltf, material_idx, vertex_color) def create_nodetree(gltf, material_idx, vertex_color): """Nodetree creation.""" pymaterial = gltf.data.materials[material_idx] BlenderTextureInfo.create(gltf, pymaterial.occlusion_texture.index) # Pack texture, but doesn't use it for now. Occlusion is calculated from Cycles. bpy.data.images[gltf.data.images[gltf.data.textures[ pymaterial.occlusion_texture.index ].source].blender_image_name].use_fake_user = True