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# 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
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