From c6258894f19fa372948a24227b75ffaa3b2110f2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Moritz=20Br=C3=BCckner?= Date: Fri, 9 Oct 2020 19:18:59 +0200 Subject: [PATCH] Cleanup --- blender/arm/material/cycles.py | 33 +++++++------------ .../material/cycles_nodes/nodes_texture.py | 2 +- 2 files changed, 13 insertions(+), 22 deletions(-) diff --git a/blender/arm/material/cycles.py b/blender/arm/material/cycles.py index 40d91691..1bb9a140 100644 --- a/blender/arm/material/cycles.py +++ b/blender/arm/material/cycles.py @@ -21,14 +21,14 @@ from typing import Any, Callable, Dict, Optional, Tuple import bpy import arm.assets -import arm.utils +import arm.log as log import arm.make_state -import arm.log import arm.material.cycles_functions as c_functions from arm.material.cycles_nodes import * import arm.material.mat_state as mat_state from arm.material.parser_state import ParserState, ParserContext from arm.material.shader import Shader, ShaderContext, floatstr, vec3str +import arm.utils particle_info: Dict[str, bool] = None # Particle info export @@ -198,7 +198,7 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st if parse_surface: # Normal if node.inputs[5].is_linked and node.inputs[5].links[0].from_node.type == 'NORMAL_MAP': - arm.log.warn(mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly') + log.warn(mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly') parse_normal_map_color_input(node.inputs[5]) # Base color state.out_basecol = parse_vector_input(node.inputs[0]) @@ -249,7 +249,7 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st elif node.type not in ('GROUP', 'GROUP_INPUT'): # TODO: Print node tree name (save in ParserState) - arm.log.warn(f'Material node type {node.type} not supported') + log.warn(f'Material node type {node.type} not supported') return state.get_outs() @@ -355,7 +355,7 @@ def parse_vector(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> str: return node.parse(state.frag, state.vert) else: - arm.log.warn(f'Material node type {node.type} not supported') + log.warn(f'Material node type {node.type} not supported') return "vec3(0, 0, 0)" @@ -469,7 +469,7 @@ def parse_value(node, socket): return node.parse(state.frag, state.vert) else: - arm.log.warn(f'Material node type {node.type} not supported') + log.warn(f'Material node type {node.type} not supported') return '0.0' @@ -530,14 +530,14 @@ def write_result(link: bpy.types.NodeLink) -> Optional[str]: if st in ('RGB', 'RGBA', 'VECTOR'): res = parse_vector(link.from_node, link.from_socket) if res is None: - arm.log.error(f'{link.from_node.name} returned `None` while parsing!') + log.error(f'{link.from_node.name} returned `None` while parsing!') return None state.curshader.write(f'vec3 {res_var} = {res};') elif st == 'VALUE': res = parse_value(link.from_node, link.from_socket) if res is None: - arm.log.error(f'{link.from_node.name} returned `None` while parsing!') + log.error(f'{link.from_node.name} returned `None` while parsing!') return None if link.from_node.type == "VALUE" and not link.from_node.arm_material_param: state.curshader.add_const('float', res_var, res) @@ -601,7 +601,7 @@ def texture_store(node, tex, tex_name, to_linear=False, tex_link=None): nor = 'n' curshader.write('vec4 {0} = vec4(triplanarMapping({1}, {2}, {3}), 0.0);'.format(tex_store, tex_name, nor, uv_name)) else: - if mat_texture_grad(): + if mat_state.texture_grad: curshader.write('vec4 {0} = textureGrad({1}, {2}.xy, g2.xy, g2.zw);'.format(tex_store, tex_name, uv_name)) else: curshader.write('vec4 {0} = texture({1}, {2}.xy);'.format(tex_store, tex_name, uv_name)) @@ -700,7 +700,7 @@ def make_texture(image_node: bpy.types.ShaderNodeTexImage, tex_name: str, matnam arm.utils.convert_image(image, filepath, "JPEG") else: - arm.log.warn(matname + '/' + image.name + ' - invalid file path') + log.warn(matname + '/' + image.name + ' - invalid file path') return None # Reference image name @@ -710,7 +710,7 @@ def make_texture(image_node: bpy.types.ShaderNodeTexImage, tex_name: str, matnam s = tex['file'].rsplit('.', 1) if len(s) == 1: - arm.log.warn(matname + '/' + image.name + ' - file extension required for image name') + log.warn(matname + '/' + image.name + ' - file extension required for image name') return None ext = s[1].lower() @@ -746,7 +746,7 @@ def make_texture(image_node: bpy.types.ShaderNodeTexImage, tex_name: str, matnam else: if not os.path.isfile(arm.utils.asset_path(filepath)): - arm.log.warn('Material ' + matname + '/' + image.name + ' - file not found(' + filepath + ')') + log.warn('Material ' + matname + '/' + image.name + ' - file not found(' + filepath + ')') return None if do_convert: @@ -818,18 +818,12 @@ def is_ascii(s): ## -def get_rp_renderer(): - return arm.utils.get_rp().rp_renderer - def get_arm_export_tangents(): return bpy.data.worlds['Arm'].arm_export_tangents def safesrc(name): return arm.utils.safesrc(name) -def get_sdk_path(): - return arm.utils.get_sdk_path() - def disp_enabled(): return arm.utils.disp_enabled(arm.make_state.target) @@ -848,9 +842,6 @@ def mat_batch(): def mat_bind_texture(tex): mat_state.bind_textures.append(tex) -def mat_texture_grad(): - return mat_state.texture_grad - def mat_get_material(): return mat_state.material diff --git a/blender/arm/material/cycles_nodes/nodes_texture.py b/blender/arm/material/cycles_nodes/nodes_texture.py index fe63e73a..ff0f4bc2 100644 --- a/blender/arm/material/cycles_nodes/nodes_texture.py +++ b/blender/arm/material/cycles_nodes/nodes_texture.py @@ -256,7 +256,7 @@ def parse_tex_musgrave(node: bpy.types.ShaderNodeTexMusgrave, out_socket: bpy.ty def parse_tex_noise(node: bpy.types.ShaderNodeTexNoise, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]: c.write_procedurals() state.curshader.add_function(c_functions.str_tex_noise) - c.assets_add(os.path.join(c.get_sdk_path(), 'armory', 'Assets', 'noise256.png')) + c.assets_add(os.path.join(arm.utils.get_sdk_path(), 'armory', 'Assets', 'noise256.png')) c.assets_add_embedded_data('noise256.png') state.curshader.add_uniform('sampler2D snoise256', link='$noise256.png')