armory/blender/arm/material/parser_state.py

88 lines
2.9 KiB
Python

from enum import Enum
from typing import List, Set, Tuple, Union, Optional
import bpy
import arm
from arm.material.shader import Shader, ShaderContext, vec3str, floatstr
if arm.is_reload(__name__):
arm.material.shader = arm.reload_module(arm.material.shader)
from arm.material.shader import Shader, ShaderContext, vec3str, floatstr
else:
arm.enable_reload(__name__)
class ParserContext(Enum):
"""Describes which kind of node tree is parsed."""
OBJECT = 0
# Texture node trees are not supported yet
# TEXTURE = 1
WORLD = 2
class ParserState:
"""Dataclass to keep track of the current state while parsing a shader tree."""
def __init__(self, context: ParserContext, world: Optional[bpy.types.World] = None):
self.context = context
# The current world, if parsing a world node tree
self.world = world
# Active shader - frag for surface / tese for displacement
self.curshader: Shader = None
self.con: ShaderContext = None
self.vert: Shader = None
self.frag: Shader = None
self.geom: Shader = None
self.tesc: Shader = None
self.tese: Shader = None
# Group stack (last in the list = innermost group)
self.parents: List[bpy.types.Node] = []
# Cache for computing nodes only once
self.parsed: Set[str] = set()
# What to parse from the node tree
self.parse_surface = True
self.parse_opacity = True
self.parse_displacement = True
self.basecol_only = False
self.emission_found = False
self.procedurals_written = False
# Already exported radiance/irradiance (currently we can only convert
# an already existing texture as radiance/irradiance)
self.radiance_written = False
# TODO: document those attributes
self.sample_bump = False
self.sample_bump_res = ''
self.normal_parsed = False
# Shader output values
self.out_basecol: vec3str = 'vec3(0.8)'
self.out_roughness: floatstr = '0.0'
self.out_metallic: floatstr = '0.0'
self.out_occlusion: floatstr = '1.0'
self.out_specular: floatstr = '1.0'
self.out_opacity: floatstr = '1.0'
self.out_emission: floatstr = '0.0'
def reset_outs(self):
"""Reset the shader output values to their default values."""
self.out_basecol = 'vec3(0.8)'
self.out_roughness = '0.0'
self.out_metallic = '0.0'
self.out_occlusion = '1.0'
self.out_specular = '1.0'
self.out_opacity = '1.0'
self.out_emission = '0.0'
def get_outs(self) -> Tuple[vec3str, floatstr, floatstr, floatstr, floatstr, floatstr, floatstr]:
"""Return the shader output values as a tuple."""
return (self.out_basecol, self.out_roughness, self.out_metallic, self.out_occlusion, self.out_specular,
self.out_opacity, self.out_emission)