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blender-portable-repo/scripts/addons/Substance3DInBlender/factory/shader.py
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2026-03-17 14:30:01 -06:00

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Python

"""
Copyright (C) 2023 Adobe.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
"""
# file: factory/shader.py
# brief: Dynamic class creation for shader objects
# author Adobe - 3D & Immersive
# copyright 2023 Adobe Inc. All rights reserved.
import bpy
import traceback
from ..utils import SUBSTANCE_Utils
from ..shader.callbacks import SUBSTANCE_ShaderCallbacks
from ..common import (
Code_ShaderInputType,
Code_Response
)
class SUBSTANCE_ShaderFactory():
# Shader preset inputs
@staticmethod
def create_input_item(input):
if (input.type == Code_ShaderInputType.float_slider.value or
input.type == Code_ShaderInputType.float_maxmin.value):
return bpy.props.FloatProperty(
name=input.id,
default=input.default,
soft_max=input.max,
soft_min=input.min,
update=SUBSTANCE_ShaderCallbacks.on_input_changed)
else:
return None
@staticmethod
def register_inputs_class(shader_preset):
_attributes = {}
for _key, _input in shader_preset.inputs.items():
_attribute = SUBSTANCE_ShaderFactory.create_input_item(_input)
if _attribute:
_attributes[_key] = _attribute
def _on_reset(self):
for _attr_name in self.__annotations__:
_input = None
for _key, _i in self.shader_preset.inputs.items():
if _i.id == _attr_name:
_input = _i
break
if _input is not None:
setattr(self, _attr_name, _input.default)
def _get(self):
_obj = self.shader_preset.to_json()
for _key, _item in _obj["inputs"].items():
_item["default"] = getattr(self, _item["id"])
return _obj["inputs"]
_inputs_class = type(
shader_preset.inputs_class_name,
(bpy.types.PropertyGroup,),
{
"__annotations__": _attributes,
"shader_preset": shader_preset,
"reset": _on_reset,
"get": _get
})
bpy.utils.register_class(_inputs_class)
setattr(
bpy.types.Scene,
shader_preset.inputs_class_name,
bpy.props.PointerProperty(name=shader_preset.inputs_class_name, type=_inputs_class))
# General
@staticmethod
def register_class(shader_preset):
try:
SUBSTANCE_ShaderFactory.register_inputs_class(shader_preset)
return (Code_Response.success, shader_preset)
except Exception:
SUBSTANCE_Utils.log_data("ERROR", "Exception - Shader register error:")
SUBSTANCE_Utils.log_traceback(traceback.format_exc())
return (Code_Response.sbsar_factory_register_error, None)
@staticmethod
def unregister_class(class_name):
if hasattr(bpy.context.scene, class_name):
_object = getattr(bpy.context.scene, class_name)
_class_type = type(_object)
delattr(bpy.types.Scene, class_name)
bpy.utils.unregister_class(_class_type)